mirror of
https://github.com/a2-4am/4sports.git
synced 2024-12-23 06:29:37 +00:00
363 lines
16 KiB
Batchfile
363 lines
16 KiB
Batchfile
@echo off
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rem
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rem 4cade Makefile for Windows
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rem assembles source code, optionally builds a disk image
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rem note: non-Windows users should probably use Makefile instead
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rem
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rem a qkumba monstrosity from 2018-10-29
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rem
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setlocal enabledelayedexpansion
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set DISK=4sports.hdv
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set VOLUME=INSTANT.REPLAY
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rem third-party tools required to build (must be in path)
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rem https://sourceforge.net/projects/acme-crossass/
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rem version 0.96.3 or later
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set ACME=acme
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rem https://github.com/mach-kernel/cadius
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rem version 1.4.6 or later
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set CADIUS=cadius
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rem https://github.com/
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set GIT=git
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rem https://bitbucket.org/magli143/exomizer/wiki/Home
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rem version 3.1.0 or later
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set EXOMIZER=exomizer mem -q -P23 -lnone
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if "%1" equ "dsk" (
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call :index
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if "%2". equ "". (
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call :asmproboot
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call :asmlauncher
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1>nul copy /y res\blank.hdv "build\%DISK%" >>build\log
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1>nul copy /y res\_FileInformation.txt build\ >>build\log
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%CADIUS% ADDFILE "build\%DISK%" "/%VOLUME%/" "build\LAUNCHER.SYSTEM" -C >>build\log
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1>nul copy /y "res\PREFS.CONF" "build" >>build\log
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cscript /nologo bin\padto.js 512 build\PREFS.CONF
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rem
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rem create _FileInformation.txt files for subdirectories
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rem
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cscript /nologo bin\buildfileinfo.js res\ICONS "CA" "0000" >>build/log
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cscript /nologo bin\buildfileinfo.js build\FX "06" "6000" >>build/log
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1>nul copy /y src\prelaunch\_FileInformation.txt build\PRELAUNCH >>build/log
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rem
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rem add everything to the disk
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rem
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)
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echo|set/p="adding files..."
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%CADIUS% ADDFILE "build\%DISK%" "/%VOLUME%/" "build\TOTAL.DATA" -C >>build\log
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if "%2". equ "". (
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for %%q in (build\PREFS.CONF res\Finder.Data res\Finder.Root) do %CADIUS% ADDFILE "build\%DISK%" "/%VOLUME%/" "build\%%~nxq" -C >>build\log
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for %%q in (res\TITLE.ANIMATED res\ICONS build\FX build\PRELAUNCH) do (
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1>nul 2>nul del /s "%%q\.DS_Store"
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%CADIUS% ADDFOLDER "build\%DISK%" "/%VOLUME%/%%~nxq" %%q -C >>build\log
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)
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%CADIUS% CREATEFOLDER "build\%DISK%" "/%VOLUME%/X/" -C >>build\log
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%CADIUS% ADDFOLDER "build\%DISK%" "/%VOLUME%/X" "build\X" -C >>build\log
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cscript /nologo bin\changebootloader.js "build\%DISK%" build\proboothd
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)
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echo done
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goto :EOF
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)
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if "%1" equ "index" (
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call index
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goto :EOF
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)
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if "%1" equ "clean" (
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if "%2". neq "". (
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1>nul move build\%DISK%
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)
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echo y|1>nul 2>nul rd build /s
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if "%2". neq "". (
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md build
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1>nul move %DISK% build\%DISK%
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%CADIUS% DELETEFILE "build\%DISK%" "/%VOLUME%/TOTAL.DATA" >>build\log
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)
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goto :EOF
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)
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if "%1" equ "compress" (
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call :compress
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goto :EOF
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)
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echo usage: %0 clean / dsk
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goto :EOF
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:index
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call :md
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call :asmfx
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call :asmprelaunch
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call :asmdemo
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rem
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rem precompute binary data structure for mega-attract mode configuration file
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rem
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cscript /nologo bin\buildokvs.js res\ATTRACT.CONF build\ATTRACT.IDX >>build\log
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rem
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rem precompute binary data structure and substitute special characters
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rem in game help and other all-text pages
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rem
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cscript /nologo bin\converthelp.js res\HELPTEXT build\HELPTEXT >>build\log
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cscript /nologo bin\converthelp.js res\CREDITS build\CREDITS >>build\log
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echo|set/p="converting gamehelp..."
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for %%q in (res\GAMEHELP\*) do cscript /nologo bin\converthelp.js %%q build\GAMEHELP\%%~nxq >>build\log
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echo done
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rem
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rem create a list of all game filenames, without metadata or display names, sorted by game filename
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rem
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cscript /nologo bin\makesorted.js
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cscript /nologo bin\builddisplaynames.js
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rem
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rem precompute indexed files for prelaunch
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rem note: prelaunch must be first in TOTAL.DATA due to a hack in LoadStandardPrelaunch
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rem note 2: these can not be padded because they are loaded at $0106 and padding would clobber the stack
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rem
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echo|set/p="indexing prelaunch..."
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1>nul copy /y nul build\TOTAL.DATA
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cscript /nologo bin\buildpre.js build\PRELAUNCH.INDEXED build\PRELAUNCH.IDX build\TOTAL.DATA >>build\log
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echo done
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rem
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rem precompute indexed files for HGR & DHGR titles
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rem note: these are not padded because they are all an exact block-multiple anyway
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rem
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echo|set/p="indexing titles..."
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cscript /nologo bin\padto.js 512 build\TOTAL.DATA
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cscript /nologo bin\buildss.js res\TITLE.HGR build\TITLE.IDX build\HGR.TITLES.LOG build\TOTAL.DATA build\TOTAL.DATA >>build\log
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cscript /nologo bin\buildss.js res\TITLE.DHGR build\DTITLE.IDX build\DHGR.TITLES.LOG build\TOTAL.DATA build\TOTAL.DATA >>build\log
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cscript /nologo bin\addfile.js res\COVER src\index\res.cover.idx.a
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cscript /nologo bin\addfile.js res\TITLE src\index\res.title.idx.a
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cscript /nologo bin\addfile.js res\HELP src\index\res.help.idx.a
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echo done
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rem
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rem precompute indexed files for game help
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rem note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able
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rem
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echo|set/p="indexing gamehelp..."
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cscript /nologo bin\makesorted.js
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cscript /nologo bin\buildpre.js build\GAMEHELP build\GAMEHELP.IDX build\TOTAL.DATA pad >>build\log
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echo done
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rem
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rem precompute indexed files for slideshows
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rem note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able
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rem
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echo|set/p="indexing slideshows..."
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for %%q in (res\SS\*) do (
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set _ss=%%~nxq
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set _ss=!_ss:~0,3!
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if !_ss!==ACT (
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cscript /nologo bin\buildslideshow.js %%q build\SS\%%~nxq -d >>build\log
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) else (
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cscript /nologo bin\buildslideshow.js %%q build\SS\%%~nxq >>build\log
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)
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)
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cscript /nologo bin\buildss.js build\SS build\SLIDESHOW.IDX nul build\TOTAL.DATA nul pad >>build\log
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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
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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
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cscript /nologo bin\buildss.js build\ATTRACT0 build\MINIATTRACT0.IDX nul build\TOTAL.DATA nul pad >>build\log
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cscript /nologo bin\buildss.js build\ATTRACT1 build\MINIATTRACT1.IDX nul build\TOTAL.DATA nul pad >>build\log
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echo done
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rem
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rem precompute indexed files for graphic effects
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rem note: these can be padded because they're loaded into $6000 at a time when $6000..$BEFF is clobber-able
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rem
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echo|set/p="indexing fx..."
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cscript /nologo bin\buildfx.js res\FX.CONF build\FX.IDX build\TOTAL.DATA build\FX.INDEXED >>build\log
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cscript /nologo bin\buildfx.js res\DFX.CONF build\DFX.IDX build\TOTAL.DATA build\FX.INDEXED >>build\log
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cscript /nologo bin\buildfx.js res\SFX.CONF build\SFX.IDX build\TOTAL.DATA build\FX.INDEXED >>build\log
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echo done
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rem
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rem precompute indexed files for HGR & DHGR action screenshots
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rem note: these can not be padded because they are compressed and the decompressor needs the exact size
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rem
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echo|set/p="indexing (d)hgr action..."
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1>nul copy /y nul build\ACTIONHGR0
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1>nul copy /y nul build\ACTIONHGR1
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1>nul copy /y nul build\ACTIONHGR2
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1>nul copy /y nul build\ACTIONHGR3
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1>nul copy /y nul build\ACTIONHGR4
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1>nul copy /y nul build\ACTIONHGR5
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1>nul copy /y nul build\ACTIONHGR6
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1>nul copy /y nul build\ACTIONDHGR
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for %%q in (A B C D) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR0 echo %%k
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for %%q in (E F G H) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR1 echo %%k
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for %%q in (I J K L) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR2 echo %%k
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for %%q in (M N O P) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR3 echo %%k
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for %%q in (Q R S T) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR4 echo %%k
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for %%q in (U V W X) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR5 echo %%k
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for %%q in (Y Z) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR6 echo %%k
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for %%q in (res\ACTION.DHGR\*) do 1>nul >>build\ACTIONDHGR echo %%q
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cscript /nologo bin\buildss.js build\ACTIONHGR0* build\HGR0.IDX nul build\TOTAL.DATA nul >>build\log
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cscript /nologo bin\buildss.js build\ACTIONHGR1* build\HGR1.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
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cscript /nologo bin\buildss.js build\ACTIONHGR2* build\HGR2.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
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cscript /nologo bin\buildss.js build\ACTIONHGR3* build\HGR3.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
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cscript /nologo bin\buildss.js build\ACTIONHGR4* build\HGR4.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
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cscript /nologo bin\buildss.js build\ACTIONHGR5* build\HGR5.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
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REM cscript /nologo bin\buildss.js build\ACTIONHGR6* build\HGR6.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
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cscript /nologo bin\buildss.js build\ACTIONDHGR* build\DHGR.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
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echo done
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rem precompute indexed files for GR and DGR action screenshots
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rem note: these can be padded because they are not compressed
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rem
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echo|set/p="indexing (d)gr action..."
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1>nul copy /y nul build\ACTIONGR
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1>nul copy /y nul build\ACTIONDGR
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for %%q in (res\ACTION.GR\*) do 1>nul >>build\ACTIONGR echo %%q
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for %%q in (res\ACTION.DGR\*) do 1>nul >>build\ACTIONDGR echo %%q
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cscript /nologo bin\buildss.js build\ACTIONGR* build\GR.IDX nul build\TOTAL.DATA build\TOTAL.DATA pad >>build\log
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REM cscript /nologo bin\buildss.js build\ACTIONDGR* build\DGR.IDX nul build\TOTAL.DATA build\TOTAL.DATA pad >>build\log
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echo done
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rem
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rem precompute indexed files for SHR artwork
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rem note: these can not be padded because they are compressed and the decompressor needs the exact size
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rem
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echo|set/p="indexing shr..."
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cscript /nologo bin\buildss.js res\ARTWORK.SHR build\ARTWORK.IDX nul build\TOTAL.DATA nul >>build\log
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echo done
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rem
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rem precompute indexed files for demo launchers
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rem note: these can not be padded because some of them are loaded too close to $C000
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rem
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echo|set/p="indexing demos..."
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cscript /nologo bin\buildss.js build\DEMO build\DEMO.IDX nul build\TOTAL.DATA nul >>build\log
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cscript /nologo bin\addfile.js build\DEMO.IDX src\index\demo.idx.a
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echo done
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rem
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rem precompute indexed files for single-load game binaries
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rem note: these can be padded because they are loaded at a time when all of main memory is clobber-able
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rem
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echo|set/p="indexing single-loaders..."
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for %%q in (res\dsk\*.po) do %CADIUS% EXTRACTVOLUME "%%q" build\X\ >>build\log
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1>nul 2>nul del /s build\X\.DS_Store build\X\PRODOS* build\X\LOADER.SYSTEM*
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1>nul copy /y nul build\XSINGLE.IDX
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cscript /nologo bin\buildsingle.js build\X.INDEXED build\XSINGLE.IDX build\TOTAL.DATA pad >>build\log
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cscript /nologo bin\addfile.js build\XSINGLE.IDX src\index\xsingle.idx.a
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echo done
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rem
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rem create search indexes for each variation of (game-requires-joystick) X (game-requires-128K)
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rem in the form of OKVS data structures, plus game counts in the form of source files
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rem
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echo|set/p="indexing search..."
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cscript /nologo bin\buildsearch.js "00" src\index\count00.a build\SEARCH00.IDX
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cscript /nologo bin\buildsearch.js "0" src\index\count01.a build\SEARCH01.IDX
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cscript /nologo bin\buildsearch.js ".0" src\index\count10.a build\SEARCH10.IDX
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cscript /nologo bin\buildsearch.js "." src\index\count11.a build\SEARCH11.IDX
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echo done
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rem
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rem add IDX files to the combined index file and generate
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rem the index records that callers use to reference them
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rem
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echo|set/p="preparing index file..."
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cscript /nologo bin\addfile.js build\SEARCH00.IDX src\index\search00.idx.a
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cscript /nologo bin\addfile.js res\CACHE00.IDX src\index\cache00.idx.a
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cscript /nologo bin\addfile.js build\SEARCH01.IDX src\index\search01.idx.a
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cscript /nologo bin\addfile.js res\CACHE01.IDX src\index\cache01.idx.a
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cscript /nologo bin\addfile.js build\SEARCH10.IDX src\index\search10.idx.a
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cscript /nologo bin\addfile.js res\CACHE10.IDX src\index\cache10.idx.a
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cscript /nologo bin\addfile.js build\SEARCH11.IDX src\index\search11.idx.a
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cscript /nologo bin\addfile.js res\CACHE11.IDX src\index\cache11.idx.a
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cscript /nologo bin\addfile.js build\PRELAUNCH.IDX src\index\prelaunch.idx.a
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cscript /nologo bin\addfile.js build\ATTRACT.IDX src\index\attract.idx.a
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cscript /nologo bin\addfile.js build\FX.IDX src\index\fx.idx.a
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cscript /nologo bin\addfile.js build\DFX.IDX src\index\dfx.idx.a
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cscript /nologo bin\addfile.js build\SFX.IDX src\index\sfx.idx.a
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cscript /nologo bin\addfile.js build\GAMEHELP.IDX src\index\gamehelp.idx.a
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cscript /nologo bin\addfile.js build\SLIDESHOW.IDX src\index\slideshow.idx.a
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cscript /nologo bin\addfile.js build\MINIATTRACT0.IDX src\index\miniattract0.idx.a
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cscript /nologo bin\addfile.js build\MINIATTRACT1.IDX src\index\miniattract1.idx.a
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cscript /nologo bin\addfile.js build\TITLE.IDX src\index\title.idx.a
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cscript /nologo bin\addfile.js build\DTITLE.IDX src\index\dtitle.idx.a
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cscript /nologo bin\addfile.js build\HGR0.IDX src\index\hgr0.idx.a
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cscript /nologo bin\addfile.js build\HGR1.IDX src\index\hgr1.idx.a
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cscript /nologo bin\addfile.js build\HGR2.IDX src\index\hgr2.idx.a
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cscript /nologo bin\addfile.js build\HGR3.IDX src\index\hgr3.idx.a
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cscript /nologo bin\addfile.js build\HGR4.IDX src\index\hgr4.idx.a
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cscript /nologo bin\addfile.js build\HGR5.IDX src\index\hgr5.idx.a
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REM cscript /nologo bin\addfile.js build\HGR6.IDX src\index\hgr6.idx.a
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cscript /nologo bin\addfile.js build\DHGR.IDX src\index\dhgr.idx.a
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cscript /nologo bin\addfile.js build\GR.IDX src\index\gr.idx.a
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REM cscript /nologo bin\addfile.js build\DGR.IDX src\index\dgr.idx.a
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cscript /nologo bin\addfile.js build\ARTWORK.IDX src\index\artwork.idx.a
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rem
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rem add additional miscellaneous files
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rem
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cscript /nologo bin\addfile.js build\COVERFADE src\index\coverfade.idx.a
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cscript /nologo bin\addfile.js build\GR.FIZZLE src\index\gr.fizzle.idx.a
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cscript /nologo bin\addfile.js build\DGR.FIZZLE src\index\dgr.fizzle.idx.a
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cscript /nologo bin\addfile.js build\HELPTEXT src\index\helptext.idx.a
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cscript /nologo bin\addfile.js build\CREDITS src\index\credits.idx.a
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cscript /nologo bin\addfile.js res\DECRUNCH src\index\decrunch.idx.a
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cscript /nologo bin\addfile.js res\JOYSTICK src\index\joystick.idx.a
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echo done
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goto :EOF
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:md
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2>nul md build
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2>nul md build\X
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2>nul md build\X.INDEXED
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2>nul md build\FX
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2>nul md build\FX.INDEXED
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2>nul md build\PRELAUNCH
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2>nul md build\PRELAUNCH.INDEXED
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2>nul md build\ATTRACT0
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2>nul md build\ATTRACT1
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2>nul md build\SS
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2>nul md build\GAMEHELP
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2>nul md build\DEMO
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1>nul copy nul build\log
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goto :EOF
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:asmlauncher
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2>nul 1>build\buildnum.log %GIT% rev-list --count HEAD
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if errorlevel 1 (set _build=0
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) else for /f "tokens=*" %%q in (build\buildnum.log) do set _build=%%q
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2>build\relbase.log %ACME% -DBUILDNUMBER=%_build% src\4cade.a
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for /f "tokens=*" %%q in (build\relbase.log) do set _make=%%q
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%ACME% -DBUILDNUMBER=%_build% -DRELBASE=$!_make:~-5,4! -r build\4cade.lst src\4cade.a
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goto :EOF
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:asmdemo
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echo|set/p="building demos..."
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for %%q in (src\demo\*.a) do (
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for /f "tokens=* usebackq" %%k in (`find "^!to" %%q`) do set _to=%%k
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set _to=!_to:~0,1!
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if !_to!==t %ACME% %%q
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)
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echo done
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goto :EOF
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|
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:asmfx
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echo|set/p="building fx..."
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for %%q in (src\fx\*.a) do (
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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
|