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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://bitbucket.org/magli143/exomizer/wiki/Home
# version 3.1.0 or later
EXOMIZER = exomizer mem -q -P23 -lnone
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dsk : asm index
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cp res/blank.hdv build/" $( DISK) "
cp res/_FileInformation.txt build/
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$( 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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#
# create _FileInformation.txt files for subdirectories
#
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bin/buildfileinfo.sh res/TITLE.HGR "06" "4000"
bin/buildfileinfo.sh res/TITLE.DHGR "06" "4000"
bin/buildfileinfo.sh res/ACTION.GR "06" "6000"
bin/buildfileinfo.sh res/ICONS "CA" "0000"
bin/buildfileinfo.sh build/FX "06" "6000"
bin/buildfileinfo.sh build/PRELAUNCH "06" "0106"
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#
# add everything to the disk
#
for f in \
build/TOTAL.DATA \
res/TITLE \
res/COVER \
res/HELP \
build/GAMES.CONF \
build/PREFS.CONF \
build/CREDITS \
build/HELPTEXT \
build/ATTRACT.IDX \
build/SEARCH00.IDX \
build/SEARCH01.IDX \
build/SEARCH10.IDX \
build/SEARCH11.IDX \
build/FX.IDX \
build/DFX.IDX \
build/GAMEHELP.IDX \
build/SLIDESHOW.IDX \
build/MINIATTRACT.IDX \
build/PRELAUNCH.IDX \
build/ARTWORK.IDX \
build/HGR0.IDX \
build/HGR1.IDX \
build/HGR2.IDX \
build/HGR3.IDX \
build/HGR4.IDX \
build/HGR5.IDX \
build/HGR6.IDX \
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build/DHGR.IDX \
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res/DECRUNCH \
res/JOYSTICK \
res/Finder.Data \
res/Finder.Root; do \
$( CADIUS) ADDFILE build/" $( DISK) " " / $( VOLUME) / " " $$ f " >>build/log; \
done
for f in \
res/TITLE.HGR \
res/TITLE.DHGR \
res/ACTION.GR \
res/DEMO \
res/TITLE.ANIMATED \
res/ICONS \
build/FX \
build/PRELAUNCH; do \
rm -f " $$ 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
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
# to re-run this with a clean build/ directory if anything changes, because
# everything is interconnected within TOTAL.DATA
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#
# precompute binary data structure for mega-attract mode configuration file
#
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[ -f build/ATTRACT.IDX ] || ( bin/buildokvs.sh < res/ATTRACT.CONF > build/ATTRACT.IDX)
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#
# precompute binary data structure and substitute special characters
# in game help and other all-text pages
#
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[ -f build/HELPTEXT ] || ( bin/converthelp.sh res/HELPTEXT build/HELPTEXT)
[ -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 $$ f) " ) ; \
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done
#
# create distribution version of GAMES.CONF without comments or blank lines
#
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[ -f build/GAMES.CONF ] || ( awk '!/^$$|^#/' < res/GAMES.CONF > build/GAMES.CONF)
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#
# create gGamesListStore indexes
#
# grep "^00" < build/GAMES.CONF | bin/buildgamesstore.sh > build/GAMES00.IDX
# grep "^0" < build/GAMES.CONF | bin/buildgamesstore.sh > build/GAMES01.IDX
# grep "^.0" < build/GAMES.CONF | bin/buildgamesstore.sh > build/GAMES10.IDX
# cat build/GAMES.CONF | bin/buildgamesstore.sh > build/GAMES11.IDX
#
# create gSearchStore indexes
#
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[ -f build/DISPLAY.CONF ] || ( bin/builddisplaynames.py < build/GAMES.CONF > build/DISPLAY.CONF)
[ -f build/SEARCH00.IDX ] || ( grep "^00" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH00.IDX)
[ -f build/SEARCH01.IDX ] || ( grep "^0" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH01.IDX)
[ -f build/SEARCH10.IDX ] || ( grep "^.0" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH10.IDX)
[ -f build/SEARCH11.IDX ] || ( cat build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh > build/SEARCH11.IDX)
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#
# create a sorted list of game filenames, without metadata or display names
#
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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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#
# 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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[ -f build/PRELAUNCH.IDX ] || ( bin/buildindexedfile.sh build/TOTAL.DATA build/PRELAUNCH.INDEXED < build/GAMES.SORTED > build/PRELAUNCH.IDX)
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#
# precompute indexed files for game help
#
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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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#
# precompute indexed files for slideshows
#
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[ -f build/SLIDESHOW.IDX ] || ( ( for f in res/SS/*; do \
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[ $$ ( echo " $$ (basename $$ f) " | cut -c-3) = "ACT" ] && \
bin/buildaction.sh build/DISPLAY.CONF < " $$ f " > " build/SS/ $$ (basename $$ f) " || \
bin/buildokvs.sh < " $$ f " > " build/SS/ $$ (basename $$ f) " ; \
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echo " $$ (basename $$ f) " ; \
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done ) | bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/SS > build/SLIDESHOW.IDX)
[ -f build/MINIATTRACT.IDX ] || ( ( for f in res/ATTRACT/*; do \
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bin/buildokvs.sh < " $$ f " > " build/ATTRACT/ $$ (basename $$ f) " ; \
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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#
# precompute indexed files for graphic effects
#
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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)
[ -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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[ -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)
[ -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)
[ -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)
[ -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)
[ -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)
[ -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)
[ -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)
[ -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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# 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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[ -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
asmlauncher : md
$( 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
asmfx : md
for f in src/fx/*.a; do \
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grep "^\!to" $$ { f} >/dev/null && $( ACME) $$ { f} || true; \
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done
asmprelaunch : md
for f in src/prelaunch/*.a; do \
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grep "^\!to" $$ { f} >/dev/null && $( ACME) $$ { f} ; \
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done
asmproboot : md
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$( ACME) -r build/proboothd.lst src/proboothd/proboothd.a
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#
# |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
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
attract : compress
bin/check-attract-mode.sh
bin/generate-mini-attract-mode.sh
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
clean :
rm -rf build/ || rm -rf build
all : clean dsk mount
al : all