build improvements (no binary changes)

This commit is contained in:
4am 2024-06-12 21:24:22 -04:00
parent 72a0be59d7
commit f066a2f87c
2 changed files with 24 additions and 24 deletions

View File

@ -226,7 +226,7 @@ $(TOTAL.DATA): $(FX) $(PRELAUNCH) $(DEMO) $(SS) $(X) $(ATTRACT) $(ATTRACT.IDX) $
#
rm -f "$@"
touch "$@"
bin/buildindexedfile.py "$@" "$(BUILDDIR)"/PRELAUNCH.INDEXED "" < "$(GAMES.SORTED)" > "$(BUILDDIR)"/PRELAUNCH.IDX
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
@ -242,61 +242,61 @@ $(TOTAL.DATA): $(FX) $(PRELAUNCH) $(DEMO) $(SS) $(X) $(ATTRACT) $(ATTRACT.IDX) $
# precompute indexed files for game help
# note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able
#
bin/buildindexedfile.py -p "$@" "$(GAMEHELP)" "" < "$(GAMES.SORTED)" > "$(BUILDDIR)"/GAMEHELP.IDX
bin/buildindexedfile.py -p "$@" "$(GAMEHELP)" < "$(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..$1FFF is clobber-able
#
bin/buildindexedfile.py -p "$@" "$(SS)" "" < "$(SS.LIST)" > "$(BUILDDIR)"/SLIDESHOW.IDX
bin/buildindexedfile.py -p "$@" "$(ATTRACT)" "" < "$(MINI.ATTRACT0.LIST)" > "$(BUILDDIR)"/MINIATTRACT0.IDX
bin/buildindexedfile.py -p "$@" "$(ATTRACT)" "" < "$(MINI.ATTRACT1.LIST)" > "$(BUILDDIR)"/MINIATTRACT1.IDX
bin/buildindexedfile.py -p "$@" "$(SS)" < "$(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
#
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
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
#
bin/buildindexedfile.py "$@" "$(BUILDDIR)"/FXDATA "" < "$(FXDATA.LIST)" > "$(BUILDDIR)"/FXDATA.IDX
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
#
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
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
#
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
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
#
bin/buildindexedfile.py "$@" res/ARTWORK.SHR "" < "$(ARTWORK.SHR.LIST)" > "$(BUILDDIR)"/ARTWORK.IDX
bin/buildindexedfile.py "$@" res/ARTWORK.SHR < "$(ARTWORK.SHR.LIST)" > "$(BUILDDIR)"/ARTWORK.IDX
#
# precompute indexed files for demo launchers
# note: these can not be padded because some of them are loaded too close to $C000
#
bin/buildindexedfile.py "$@" "$(DEMO)" "" < "$(DEMO.LIST)" > "$(BUILDDIR)"/DEMO.IDX
bin/buildindexedfile.py "$@" "$(DEMO)" < "$(DEMO.LIST)" > "$(BUILDDIR)"/DEMO.IDX
#
# precompute indexed files for single-load game binaries
# note: these can be padded because they are loaded at a time when all of main memory is clobber-able
#
bin/buildindexedfile.py -p "$@" "$(BUILDDIR)"/X.INDEXED "" < "$(XSINGLE.LIST)" > "$(BUILDDIR)"/XSINGLE.IDX
bin/buildindexedfile.py -p "$@" "$(BUILDDIR)"/X.INDEXED < "$(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

View File

@ -85,7 +85,7 @@ if __name__ == "__main__":
parser = argparse.ArgumentParser(description="Build indexed OKVS structure with links to data stored in TOTAL.DATA file")
parser.add_argument("output_file")
parser.add_argument("input_directory")
parser.add_argument("log_file")
parser.add_argument("log_file", nargs='?', default=None)
parser.add_argument("-p", "--pad", action="store_true", default=False, help="pad file sizes to multiples of 512 (default: use exact size)")
args = parser.parse_args()
records = [x.strip() for x in sys.stdin.readlines()]