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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 : index asmproboot asmlauncher
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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/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/PREFS.CONF \
build/CREDITS \
build/HELPTEXT \
res/DECRUNCH \
res/JOYSTICK \
res/Finder.Data \
res/Finder.Root; do \
$( CADIUS) ADDFILE build/" $( DISK) " " / $( VOLUME) / " " $$ f " >>build/log; \
done
for f in \
res/DEMO \
res/TITLE.ANIMATED \
res/ICONS \
build/FX \
build/PRELAUNCH; do \
rm -f " $$ 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 compress
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#
# precompute binary data structure for mega-attract mode configuration file
#
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[ -f build/index ] || ( 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/index ] || ( bin/converthelp.sh res/HELPTEXT build/HELPTEXT)
[ -f build/index ] || ( bin/converthelp.sh res/CREDITS build/CREDITS)
[ -f build/index ] || ( for f in res/GAMEHELP/*; do \
bin/converthelp.sh " $$ f " build/GAMEHELP/" $$ (basename $$ f) " ; \
done )
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#
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# create a version of GAMES.CONF without comments or blank lines
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#
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[ -f build/index ] || ( awk '!/^$$|^#/' < res/GAMES.CONF > build/GAMES.CONF)
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#
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# create a list of all game filenames, without metadata or display names, sorted by game filename
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#
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[ -f build/index ] || ( 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/index ] || ( bin/buildindexedfile.sh build/TOTAL.DATA build/PRELAUNCH.INDEXED < build/GAMES.SORTED > build/PRELAUNCH.IDX)
#
# precompute indexed files for HGR & DHGR titles
# note: these are not padded because they are all an exact block-multiple anyway
#
[ -f build/index ] || bin/padto.sh build/TOTAL.DATA
[ -f build/index ] || ( ( for f in res/TITLE.HGR/*; do echo " $$ (basename $$ f) " ; done ) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/TITLE.HGR build/HGR.TITLES.LOG > build/TITLE.IDX)
[ -f build/index ] || ( ( for f in res/TITLE.DHGR/*; do echo " $$ (basename $$ f) " ; done ) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/TITLE.DHGR build/DHGR.TITLES.LOG > build/DTITLE.IDX)
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#
# precompute indexed files for game help
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# note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able
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#
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[ -f build/index ] || ( 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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# note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able
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#
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[ -f build/index ] || ( ( for f in res/SS/*; do \
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[ $$ ( echo " $$ (basename $$ f) " | cut -c-3) = "ACT" ] && \
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bin/buildaction.sh build/GAMES.CONF < " $$ f " > " build/SS/ $$ (basename $$ f) " || \
bin/buildtitle.sh build/GAMES.CONF < " $$ f " > " build/SS/ $$ (basename $$ f) " ; \
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echo " $$ (basename $$ f) " ; \
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done ) | bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/SS > build/SLIDESHOW.IDX)
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[ -f build/index ] || ( ( for f in res/ATTRACT/*; do \
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bin/buildokvs.sh < " $$ 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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# note: these can be padded because they're loaded into $6000 at a time when $6000..$BEFF is clobber-able
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#
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[ -f build/index ] || ( bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/FX.INDEXED < res/FX.CONF > build/FX.IDX)
[ -f build/index ] || ( 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/index ] || ( ( 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/index ] || ( ( 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/index ] || ( ( 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/index ] || ( ( 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/index ] || ( ( 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/index ] || ( ( 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/index ] || ( ( 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/index ] || ( ( 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 GR action screenshots
# note: these can be padded because they are not compressed
#
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[ -f build/index ] || ( ( for f in res/ACTION.GR/*; do echo " $$ (basename $$ f) " ; done ) | bin/buildindexedfile.sh -a -p build/TOTAL.DATA res/ACTION.GR > build/GR.IDX)
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#
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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/index ] || ( ( 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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#
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# 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
#
[ -f build/index ] || ( grep "^00" < build/GAMES.CONF | bin/buildsearch.sh src/index/count00.a build/HGR.TITLES.LOG build/DHGR.TITLES.LOG > build/SEARCH00.IDX)
[ -f build/index ] || ( grep "^0" < build/GAMES.CONF | bin/buildsearch.sh src/index/count01.a build/HGR.TITLES.LOG build/DHGR.TITLES.LOG > build/SEARCH01.IDX)
[ -f build/index ] || ( grep "^.0" < build/GAMES.CONF | bin/buildsearch.sh src/index/count10.a build/HGR.TITLES.LOG build/DHGR.TITLES.LOG > build/SEARCH10.IDX)
[ -f build/index ] || ( bin/buildsearch.sh src/index/count11.a build/HGR.TITLES.LOG build/DHGR.TITLES.LOG < build/GAMES.CONF > build/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
#
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[ -f build/index ] || bin/addfile.sh build/SEARCH00.IDX build/TOTAL.DATA > src/index/search00.idx.a
[ -f build/index ] || bin/addfile.sh res/CACHE00.IDX build/TOTAL.DATA > src/index/cache00.idx.a
[ -f build/index ] || bin/addfile.sh build/SEARCH01.IDX build/TOTAL.DATA > src/index/search01.idx.a
[ -f build/index ] || bin/addfile.sh res/CACHE01.IDX build/TOTAL.DATA > src/index/cache01.idx.a
[ -f build/index ] || bin/addfile.sh build/SEARCH10.IDX build/TOTAL.DATA > src/index/search10.idx.a
[ -f build/index ] || bin/addfile.sh res/CACHE10.IDX build/TOTAL.DATA > src/index/cache10.idx.a
[ -f build/index ] || bin/addfile.sh build/SEARCH11.IDX build/TOTAL.DATA > src/index/search11.idx.a
[ -f build/index ] || bin/addfile.sh res/CACHE11.IDX build/TOTAL.DATA > src/index/cache11.idx.a
[ -f build/index ] || bin/addfile.sh build/PRELAUNCH.IDX build/TOTAL.DATA > src/index/prelaunch.idx.a
[ -f build/index ] || bin/addfile.sh build/ATTRACT.IDX build/TOTAL.DATA > src/index/attract.idx.a
[ -f build/index ] || bin/addfile.sh build/FX.IDX build/TOTAL.DATA > src/index/fx.idx.a
[ -f build/index ] || bin/addfile.sh build/DFX.IDX build/TOTAL.DATA > src/index/dfx.idx.a
[ -f build/index ] || bin/addfile.sh build/GAMEHELP.IDX build/TOTAL.DATA > src/index/gamehelp.idx.a
[ -f build/index ] || bin/addfile.sh build/SLIDESHOW.IDX build/TOTAL.DATA > src/index/slideshow.idx.a
[ -f build/index ] || bin/addfile.sh build/MINIATTRACT.IDX build/TOTAL.DATA > src/index/miniattract.idx.a
[ -f build/index ] || bin/addfile.sh build/TITLE.IDX build/TOTAL.DATA > src/index/title.idx.a
[ -f build/index ] || bin/addfile.sh build/DTITLE.IDX build/TOTAL.DATA > src/index/dtitle.idx.a
[ -f build/index ] || bin/addfile.sh build/HGR0.IDX build/TOTAL.DATA > src/index/hgr0.idx.a
[ -f build/index ] || bin/addfile.sh build/HGR1.IDX build/TOTAL.DATA > src/index/hgr1.idx.a
[ -f build/index ] || bin/addfile.sh build/HGR2.IDX build/TOTAL.DATA > src/index/hgr2.idx.a
[ -f build/index ] || bin/addfile.sh build/HGR3.IDX build/TOTAL.DATA > src/index/hgr3.idx.a
[ -f build/index ] || bin/addfile.sh build/HGR4.IDX build/TOTAL.DATA > src/index/hgr4.idx.a
[ -f build/index ] || bin/addfile.sh build/HGR5.IDX build/TOTAL.DATA > src/index/hgr5.idx.a
[ -f build/index ] || bin/addfile.sh build/HGR6.IDX build/TOTAL.DATA > src/index/hgr6.idx.a
[ -f build/index ] || bin/addfile.sh build/DHGR.IDX build/TOTAL.DATA > src/index/dhgr.idx.a
[ -f build/index ] || bin/addfile.sh build/GR.IDX build/TOTAL.DATA > src/index/gr.idx.a
[ -f build/index ] || bin/addfile.sh build/ARTWORK.IDX build/TOTAL.DATA > src/index/artwork.idx.a
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touch build/index
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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 : 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 " $$ o " >>build/log; done
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for f in res/TITLE.HGR.UNPACKED/*; do o = res/TITLE.HGR/$$ ( basename $$ f) ; [ -f " $$ o " ] || bin/packhgrfile.py $$ f $$ o >>build/log; done
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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 : md
awk -F= '/^00/ { print $$2 }' < res/GAMES.CONF | bin/buildcache.py > build/cache00.a
awk -F= '/^0/ { print $$2 }' < res/GAMES.CONF | bin/buildcache.py > build/cache01.a
awk -F= '/^.0/ { print $$2 }' < res/GAMES.CONF | bin/buildcache.py > build/cache10.a
awk -F= '!/^$$|^#|^\[/ { print $$2 }' < res/GAMES.CONF | bin/buildcache.py > build/cache11.a
$( ACME) -o res/CACHE00.IDX build/cache00.a
$( ACME) -o res/CACHE01.IDX build/cache01.a
$( ACME) -o res/CACHE10.IDX build/cache10.a
$( ACME) -o res/CACHE11.IDX build/cache11.a
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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
clean :
rm -rf build/ || rm -rf build
all : clean dsk mount
al : all