4cade/Makefile

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Makefile
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#
# 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
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# https://python.org/
PYTHON=python3
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# https://bitbucket.org/magli143/exomizer/wiki/Home
# version 3.1.0 or later
EXOMIZER=exomizer mem -q -P23 -lnone
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BUILDDIR=build
MD=$(BUILDDIR)/make.touch
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CADIUS.LOG=$(BUILDDIR)/log
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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
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DEMO=$(BUILDDIR)/DEMO
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DEMO.LIST=$(BUILDDIR)/demo.list
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FX=$(BUILDDIR)/FX
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FXCODE.LIST=$(BUILDDIR)/fxcode.list
FXDATA.LIST=$(BUILDDIR)/fxdata.list
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PRELAUNCH=$(BUILDDIR)/PRELAUNCH
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LAUNCHER.SYSTEM=$(BUILDDIR)/LAUNCHER.SYSTEM
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ATTRACT=$(BUILDDIR)/ATTRACT
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MINI.ATTRACT0.LIST=$(BUILDDIR)/mini.attract0.list
MINI.ATTRACT1.LIST=$(BUILDDIR)/mini.attract1.list
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ATTRACT.IDX=$(BUILDDIR)/ATTRACT.IDX
HELPTEXT=$(BUILDDIR)/HELPTEXT
CREDITS=$(BUILDDIR)/CREDITS
GAMEHELP=$(BUILDDIR)/GAMEHELP
GAMES.CONF=$(BUILDDIR)/GAMES.CONF
GAMES.SORTED=$(BUILDDIR)/GAMES.SORTED
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PREFS.CONF=$(BUILDDIR)/PREFS.CONF
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SS=$(BUILDDIR)/SS
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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
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TOTAL.DATA=$(BUILDDIR)/TOTAL.DATA
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X=$(BUILDDIR)/X
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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/*)
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ATTRACT.SOURCES=$(wildcard res/ATTRACT/*)
GAMEHELP.SOURCES=$(wildcard res/GAMEHELP/*)
SS.SOURCES=$(wildcard res/SS/*)
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TITLE.ANIMATED.SOURCES=$(wildcard res/TITLE.ANIMATED/*)
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TITLE.DHGR.SOURCES=$(wildcard res/TITLE.DHGR/*)
TITLE.HGR.SOURCES=$(wildcard res/TITLE.HGR/*)
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CACHE.SOURCES=$(wildcard res/CACHE*.IDX)
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ICONS=$(wildcard res/ICONS/*)
ATTRACT.CONF=res/ATTRACT.CONF
DFX.CONF=res/DFX.CONF
FX.CONF=res/FX.CONF
SFX.CONF=res/SFX.CONF
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PREFS.CONF.SOURCE=res/PREFS.CONF
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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
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.PHONY: compress attract cache clean mount all al
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# build final disk image
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$(HDV): $(PROBOOTHD) $(LAUNCHER.SYSTEM) $(PRELAUNCH) $(X) $(TOTAL.DATA) $(TITLE.ANIMATED.SOURCES) $(ICONS) $(FINDER.DATA) $(FINDER.ROOT) $(PREFS.CONF)
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cp res/blank.hdv "$@"
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cp res/_FileInformation.txt "$(BUILDDIR)"/
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$(CADIUS) ADDFILE "$@" "/$(VOLUME)/" "$(LAUNCHER.SYSTEM)" -C >> "$(CADIUS.LOG)"
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for f in "$(TOTAL.DATA)" "$(PREFS.CONF)" "$(FINDER.DATA)" "$(FINDER.ROOT)"; do \
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$(CADIUS) ADDFILE "$@" "/$(VOLUME)/" "$$f" -C >> "$(CADIUS.LOG)"; \
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done
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cp src/prelaunch/_FileInformation.txt "$(PRELAUNCH)"/
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for f in res/TITLE.ANIMATED res/ICONS "$(PRELAUNCH)" "$(X)"; do \
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rm -f "$$f"/.DS_Store; \
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$(CADIUS) ADDFOLDER "$@" "/$(VOLUME)/$$(basename $$f)" "$$f" -C >> "$(CADIUS.LOG)"; \
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done
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bin/changebootloader.sh "$@" $(PROBOOTHD)
@touch "$@"
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# build padded prefs file (padding is required for writing by ProRWTS)
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$(PREFS.CONF): $(PREFS.CONF.SOURCE) | $(MD)
cp "$(PREFS.CONF.SOURCE)" "$@"
bin/padto.sh "$@"
# create a version of GAMES.CONF without comments or blank lines or anything after display titles
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$(GAMES.CONF): $(MD)
awk '!/^$$|^#/' < res/GAMES.CONF | awk -F'/' '{ print $$1 }' > "$@"
# create a list of all game filenames, without metadata or display names, sorted by game filename
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$(GAMES.SORTED): | $(MD) $(GAMES.CONF)
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awk -F, '/,/ { print $$2 }' < "$(GAMES.CONF)" | awk -F= '{ print $$1 }' | sort > "$@"
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# extract files from original disk images and move them to their final directories
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$(X): | $(MD) $(GAMES.CONF)
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mkdir -p "$@" "$(BUILDDIR)"/X.INDEXED
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$(PARALLEL) '$(CADIUS) EXTRACTVOLUME {} "$@"/ >> "$(CADIUS.LOG)"' ::: res/dsk/*.po
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rm -f "$@"/**/.DS_Store "$@"/**/PRODOS* "$@"/**/LOADER.SYSTEM* "$@"/**/_FileInformation.txt
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for f in $$(grep '^....1' "$(GAMES.CONF)" | awk '!/^$$|^#/' | awk -F, '/,/ { print $$2 }' | awk -F= '{ print $$1 }'); do mv "$@"/"$$f"/"$$f"* "$(BUILDDIR)"/X.INDEXED/; rm -rf "$@"/"$$f"; done
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(cd "$(BUILDDIR)"/X.INDEXED/ && for f in *; do echo "$$f"; done) > "$(XSINGLE.LIST)"
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for d in "$@"/*; do mv "$$d"/* "$@"/; rmdir "$$d"; done
@touch "$@"
# precompute binary data structure for mega-attract mode configuration file
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$(ATTRACT.IDX): $(MD)
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bin/buildokvs.py < res/ATTRACT.CONF > "$@"
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# precompute binary data structure and substitute special characters in global help
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$(HELPTEXT): $(MD)
bin/converthelp.sh res/HELPTEXT "$@"
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# precompute binary data structure and substitute special characters in credits
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$(CREDITS): $(MD)
bin/converthelp.sh res/CREDITS "$@"
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# precompute binary data structures and substitute special characters for each game's help
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$(GAMEHELP): $(GAMEHELP.SOURCES) | $(MD)
mkdir -p "$@"
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$(PARALLEL) 'bin/converthelp.sh "{}" "$@/{/}"' ::: res/GAMEHELP/*
@touch "$@"
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# precompute binary data structures for slideshow configuration files
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$(SS): $(SS.SOURCES) | $(MD) $(GAMES.CONF)
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mkdir -p "$@"
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$(PARALLEL) 'bin/buildslideshow.py "{}" "$(GAMES.CONF)" < "{}" > "$@/{/}"' ::: res/SS/*
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(cd "$(SS)"/ && for f in *; do echo "$$f"; done) > "$(SS.LIST)"
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@touch "$@"
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# precompute binary data structures for each game's mini-attract configuration file
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$(ATTRACT): $(ATTRACT.SOURCES) | $(MD)
mkdir -p "$@"
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$(PARALLEL) 'bin/buildokvs.py < "{}" > "$@/{/}"' ::: res/ATTRACT/*
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(cd "$(ATTRACT)"/ && for f in [ABCDEFGHIJKLMNOP]*; do echo "$$f"; done) > "$(MINI.ATTRACT0.LIST)"
(cd "$(ATTRACT)"/ && for f in [QRSTUVWXYZ]*; do echo "$$f"; done) > "$(MINI.ATTRACT1.LIST)"
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@touch "$@"
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# create lists of specific files used to build data structures later
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$(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) > "$@"
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$(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
#
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rm -f "$@"
touch "$@"
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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
#
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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
#
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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
#
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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
#
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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
#
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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
#
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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
#
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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
#
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bin/buildindexedfile.py "$@" res/ARTWORK.SHR < "$(ARTWORK.SHR.LIST)" > "$(BUILDDIR)"/ARTWORK.IDX
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#
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# precompute indexed files for demo launchers
# note: these can not be padded because some of them are loaded too close to $C000
#
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bin/buildindexedfile.py "$@" "$(DEMO)" < "$(DEMO.LIST)" > "$(BUILDDIR)"/DEMO.IDX
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#
# 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
#
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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
#
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$(PARALLEL) ::: \
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'(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)'
#
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# 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
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@touch "$@"
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# assemble main program
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$(LAUNCHER.SYSTEM): $(LAUNCHER.SOURCES) | $(MD) $(TOTAL.DATA)
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$(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
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@touch "$@"
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# assemble launchers for self-running demos
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$(DEMO): $(DEMO.SOURCES) | $(MD)
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mkdir -p "$@"
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$(PARALLEL) 'if grep -q "^!to" "{}"; then $(ACME) "{}"; fi' ::: src/demo/*.a
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(cd "$(DEMO)"/ && for f in *; do echo "$$f"; done) > "$(DEMO.LIST)"
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@touch "$@"
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# assemble graphic effects
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$(FX): $(FX.SOURCES) | $(MD)
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mkdir -p "$@" "$(BUILDDIR)"/FX.INDEXED "$(BUILDDIR)"/FXDATA "$(BUILDDIR)"/FXCODE
$(PARALLEL) 'if grep -q "^!to" "{}"; then $(ACME) "{}"; fi' ::: src/fx/*.a
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(cd "$(BUILDDIR)"/FXCODE/ && for f in *; do echo "$$f"; done) > "$(FXCODE.LIST)"
(cd "$(BUILDDIR)"/FXDATA/ && for f in *; do echo "$$f"; done) > "$(FXDATA.LIST)"
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@touch "$@"
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# assemble launchers for games
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$(PRELAUNCH): $(PRELAUNCH.SOURCES) | $(MD)
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mkdir -p "$@" "$(BUILDDIR)"/PRELAUNCH.INDEXED
$(PARALLEL) 'if grep -q "^!to" "{}"; then $(ACME) "{}"; fi' ::: src/prelaunch/*.a
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@touch "$@"
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# assemble bootloader
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$(PROBOOTHD): $(PROBOOT.SOURCES) | $(MD)
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$(ACME) -r "$(BUILDDIR)"/proboothd.lst src/proboothd/proboothd.a
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@touch "$@"
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#
# |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/*
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#
# |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.
#
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attract: compress
bin/check-attract-mode.sh
bin/generate-mini-attract-mode.sh
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#
# |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: $(GAMES.CONF)
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$(PARALLEL) ::: \
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'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'
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$(PARALLEL) ::: \
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'$(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'
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mount: $(HDV)
osascript bin/V2Make.scpt "`pwd`" bin/4cade.vii "$(HDV)"
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$(MD):
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@$(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)
@$(PYTHON) --version | grep -q "Python 3" || (echo "Python 3 is not installed" && exit 1)
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mkdir -p "$(BUILDDIR)"
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touch "$(CADIUS.LOG)"
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@touch "$@"
clean:
rm -rf "$(BUILDDIR)"/ || rm -rf "$(BUILDDIR)"
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all: clean $(HDV) mount
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al: all
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.NOTPARALLEL: