4cade/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
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#
# 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
#
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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/
# version 0.96.3 or later
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ACME=acme
# https://github.com/mach-kernel/cadius
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# version 1.4.0 or later
CADIUS=cadius
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# https://bitbucket.org/magli143/exomizer/wiki/Home
# version 3.1.0 or later
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EXOMIZER=exomizer mem -q -P23 -lnone
dsk: asm
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cp res/blank.hdv build/"$(DISK)" >>build/log
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cp res/_FileInformation.txt build/ >>build/log
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$(CADIUS) ADDFILE build/"$(DISK)" "/$(VOLUME)/" "build/LAUNCHER.SYSTEM" >>build/log
cp res/PREFS.CONF build/PREFS.CONF >>build/log
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bin/padto.sh 512 build/PREFS.CONF >>build/log
#
# precompute OKVS data structure for mega-attract mode configuration file
#
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bin/buildokvs.sh "res/ATTRACT.CONF" "build/ATTRACT.IDX" >>build/log
#
# precompute FX and DFX indexes and merged data files containing multiple
# graphic effects in a single file (loaded at runtime by LoadIndexedFile())
#
bin/buildindexedfile.sh -p "res/FX.CONF" "build/FX.IDX" "build/FX.ALL" "build/FX.INDEXED" >>build/log
bin/buildindexedfile.sh -a -p "res/DFX.CONF" "build/DFX.IDX" "build/FX.ALL" "build/FX.INDEXED" >>build/log
#
# substitute special characters in help text and other pages that will be
# drawn with DrawPage()
#
bin/converthelp.sh res/HELPTEXT build/HELPTEXT >>build/log
bin/converthelp.sh res/CREDITS build/CREDITS >>build/log
for f in res/GAMEHELP/*; do \
bin/converthelp.sh "$$f" build/GAMEHELP/"$$(basename $$f)" >>build/log; \
done
#
# precompute indexed files for game help, slideshow configuration,
# mini-attract mode configuration, and prelaunch files
#
awk -F "," '!/^#/ { print $$2 }' < res/GAMES.CONF | awk -F "=" '{ print $$1 }' | sort > build/GAMES.SORTED
bin/buildindexedfile.sh -p "build/GAMES.SORTED" "build/GAMEHELP.IDX" "build/GAMEHELP.ALL" "build/GAMEHELP" >>build/log
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(for f in res/SS/*; do \
bin/buildokvs.sh "$$f" "build/SS/$$(basename $$f)"; \
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echo "$$(basename $$f)"; \
done) > build/SSDIR
bin/buildindexedfile.sh -p "build/SSDIR" "build/SLIDESHOW.IDX" "build/SLIDESHOW.ALL" "build/SS" >>build/log
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(for f in res/ATTRACT/*; do \
bin/buildokvs.sh "$$f" "build/ATTRACT/$$(basename $$f)"; \
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echo "$$(basename $$f)"; \
done) > build/ATTRACTDIR
bin/buildindexedfile.sh -p "build/ATTRACTDIR" "build/MINIATTRACT.IDX" "build/MINIATTRACT.ALL" "build/ATTRACT" >>build/log
bin/buildindexedfile.sh "build/GAMES.SORTED" "build/PRELAUNCH.IDX" "build/PRELAUNCH.ALL" "build/PRELAUNCH.INDEXED" >>build/log
#
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# precompute indexed files for HGR action screenshots
#
(for f in res/ACTION.HGR/[ABCD]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR0
(for f in res/ACTION.HGR/[EFGH]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR1
(for f in res/ACTION.HGR/[IJKL]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR2
(for f in res/ACTION.HGR/[MNOP]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR3
(for f in res/ACTION.HGR/[QRST]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR4
(for f in res/ACTION.HGR/[UVWX]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR5
(for f in res/ACTION.HGR/[YZ]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR6
bin/buildindexedfile.sh "build/ACTIONHGR0" "build/HGR0.IDX" "build/HGR.ALL" "res/ACTION.HGR" >>build/log
bin/buildindexedfile.sh -a "build/ACTIONHGR1" "build/HGR1.IDX" "build/HGR.ALL" "res/ACTION.HGR" >>build/log
bin/buildindexedfile.sh -a "build/ACTIONHGR2" "build/HGR2.IDX" "build/HGR.ALL" "res/ACTION.HGR" >>build/log
bin/buildindexedfile.sh -a "build/ACTIONHGR3" "build/HGR3.IDX" "build/HGR.ALL" "res/ACTION.HGR" >>build/log
bin/buildindexedfile.sh -a "build/ACTIONHGR4" "build/HGR4.IDX" "build/HGR.ALL" "res/ACTION.HGR" >>build/log
bin/buildindexedfile.sh -a "build/ACTIONHGR5" "build/HGR5.IDX" "build/HGR.ALL" "res/ACTION.HGR" >>build/log
bin/buildindexedfile.sh -a "build/ACTIONHGR6" "build/HGR6.IDX" "build/HGR.ALL" "res/ACTION.HGR" >>build/log
#
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# precompute indexed files for SHR artwork
#
(for f in res/ARTWORK.SHR/*; do \
echo "$$(basename $$f)"; \
done) > build/ARTWORKDIR
bin/buildindexedfile.sh "build/ARTWORKDIR" "build/ARTWORK.IDX" "build/ARTWORK.ALL" "res/ARTWORK.SHR" >>build/log
#
# create _FileInformation.txt files for subdirectories
#
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bin/buildfileinfo.sh res/TITLE.HGR "06" "4000" >>build/log
bin/buildfileinfo.sh res/TITLE.DHGR "06" "4000" >>build/log
bin/buildfileinfo.sh res/ACTION.DHGR "06" "3FF8" >>build/log
bin/buildfileinfo.sh res/ACTION.GR "06" "6000" >>build/log
bin/buildfileinfo.sh res/ICONS "CA" "0000" >>build/log
bin/buildfileinfo.sh build/FX "06" "6000" >>build/log
bin/buildfileinfo.sh build/PRELAUNCH "06" "0106" >>build/log
#
# add everything to the disk
#
for f in \
res/TITLE \
res/COVER \
res/HELP \
res/GAMES.CONF \
build/PREFS.CONF \
build/CREDITS \
build/HELPTEXT \
build/ATTRACT.IDX \
build/FX.IDX \
build/DFX.IDX \
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build/FX.ALL \
build/GAMEHELP.IDX \
build/GAMEHELP.ALL \
build/SLIDESHOW.IDX \
build/SLIDESHOW.ALL \
build/MINIATTRACT.IDX \
build/MINIATTRACT.ALL \
build/PRELAUNCH.IDX \
build/PRELAUNCH.ALL \
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build/ARTWORK.IDX \
build/ARTWORK.ALL \
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build/HGR0.IDX \
build/HGR1.IDX \
build/HGR2.IDX \
build/HGR3.IDX \
build/HGR4.IDX \
build/HGR5.IDX \
build/HGR6.IDX \
build/HGR.ALL \
res/DECRUNCH \
res/JOYSTICK \
res/Finder.Data \
res/Finder.Root; do \
$(CADIUS) ADDFILE build/"$(DISK)" "/$(VOLUME)/" "$$f" >>build/log; \
done
for f in \
res/TITLE.HGR \
res/TITLE.DHGR \
res/ACTION.DHGR \
res/ACTION.GR \
res/DEMO \
res/TITLE.ANIMATED \
res/ICONS \
build/FX \
build/PRELAUNCH; do \
rm -f "$$f"/.DS_Store; \
$(CADIUS) ADDFOLDER build/"$(DISK)" "/$(VOLUME)/$$(basename $$f)" "$$f" >>build/log; \
done
for i in 1 2 3 4 5 6; do \
$(CADIUS) RENAMEFILE build/"$(DISK)" "/$(VOLUME)/DEMO/SPCARTOON.$${i}$${i}" "SPCARTOON.$${i}." >>build/log; \
done
for f in res/dsk/*.po; do \
$(CADIUS) EXTRACTVOLUME "$${f}" build/X/ >>build/log; \
done
rm -f build/X/**/.DS_Store build/X/**/PRODOS* build/X/**/LOADER.SYSTEM*
$(CADIUS) CREATEFOLDER build/"$(DISK)" "/$(VOLUME)/X/" >>build/log
for f in build/X/*; do \
$(CADIUS) ADDFOLDER build/"$(DISK)" "/$(VOLUME)/X/$$(basename $$f)" "$$f" >>build/log; \
done
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bin/changebootloader.sh build/"$(DISK)" build/proboothd
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asm: asmlauncher asmfx asmprelaunch asmproboot
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asmlauncher: md
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$(ACME) -DBUILDNUMBER=`git rev-list --count HEAD` src/4cade.a 2>build/relbase.log
$(ACME) -r build/4cade.lst -DBUILDNUMBER=`git rev-list --count HEAD` -DRELBASE=`cat build/relbase.log | grep "RELBASE =" | cut -d"=" -f2 | cut -d"(" -f2 | cut -d")" -f1` src/4cade.a
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asmfx: md
for f in src/fx/*.a; do \
grep "^\!to" $${f} >/dev/null && $(ACME) $${f} >> build/log || true; \
done
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asmprelaunch: md
for f in src/prelaunch/*.a; do \
grep "^\!to" $${f} >/dev/null && $(ACME) $${f} >> build/log; \
done
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asmproboot: md
$(ACME) -r build/proboothd.lst src/proboothd/proboothd.a >> build/log
#
# |compress| and |attract| must be called separately because they are slow.
# They create files in the repository which can then be checked in.
#
compress: md
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for f in res/ACTION.HGR.UNCOMPRESSED/*; do o=res/ACTION.HGR/$$(basename $$f); [ -f "$$o" ] || ${EXOMIZER} "$$f"@0x4000 -o "$$o" >>build/log; done
for f in res/ACTION.DHGR.UNCOMPRESSED/*; do o=res/ACTION.DHGR/$$(basename $$f); [ -f "$$o" ] || ${EXOMIZER} "$$f"@0x4000 -o "$$o" >>build/log; done
for f in res/ARTWORK.SHR.UNCOMPRESSED/*; do o=res/ARTWORK.SHR/$$(basename $$f); [ -f "$$o" ] || ${EXOMIZER} "$$f"@0x2000 -o "$$o" >>build/log; done
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attract: compress
bin/check-attract-mode.sh
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bin/generate-mini-attract-mode.sh
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mount: dsk
osascript bin/V2Make.scpt "`pwd`" bin/4cade.vii build/"$(DISK)"
md:
mkdir -p build/X build/FX.INDEXED build/FX build/PRELAUNCH.INDEXED build/PRELAUNCH build/ATTRACT build/SS build/GAMEHELP
touch build/log
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clean:
rm -rf build/ || rm -rf build
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all: clean dsk mount
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al: all