# # 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 # https://python.org/ PYTHON=python3 # https://bitbucket.org/magli143/exomizer/wiki/Home # version 3.1.0 or later EXOMIZER=exomizer mem -q -P23 -lnone BUILDDIR=build MD=$(BUILDDIR)/make.touch DEMO.SOURCES=$(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=$(BUILDDIR)/proboothd DEMO=$(BUILDDIR)/demo.touch FX=$(BUILDDIR)/fx.touch PRELAUNCH=$(BUILDDIR)/prelaunch.touch LAUNCHER.SYSTEM=$(BUILDDIR)/LAUNCHER.SYSTEM ATTRACT.IDX=$(BUILDDIR)/ATTRACT.IDX HELPTEXT=$(BUILDDIR)/HELPTEXT CREDITS=$(BUILDDIR)/CREDITS GAMEHELP=$(BUILDDIR)/GAMEHELP GAMES.CONF=$(BUILDDIR)/GAMES.CONF GAMES.SORTED=$(BUILDDIR)/GAMES.SORTED X=$(BUILDDIR)/X TOTAL.DATA=$(BUILDDIR)/TOTAL.DATA ACTION.DGR=$(wildcard res/ACTION.DGR/*) ACTION.DHGR=$(wildcard res/ACTION.DHGR/*) ACTION.GR=$(wildcard res/ACTION.GR/*) ACTION.HGR=$(wildcard res/ACTION.HGR/*) ARTWORK.SHR=$(wildcard res/ARTWORK.SHR/*) ATTRACT=$(wildcard res/ATTRACT/*) SS=$(wildcard res/SS/*) TITLE.ANIMATED=$(wildcard res/TITLE.ANIMATED/*) TITLE.DHGR=$(wildcard res/TITLE.DHGR/*) TITLE.HGR=$(wildcard res/TITLE.HGR/*) CACHE.IDX=$(wildcard res/CACHE*.IDX) ICONS=$(wildcard res/ICONS/*) ATTRACT.CONF=res/ATTRACT.CONF DFX.CONF=res/DFX.CONF FX.CONF=res/FX.CONF SFX.CONF=res/SFX.CONF PREFS.CONF=res/PREFS.CONF 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 .PHONY: preconditions compress attract cache clean mount all al $(HDV): $(PROBOOTHD) $(LAUNCHER.SYSTEM) $(PRELAUNCH) $(X) $(TOTAL.DATA) $(TITLE.ANIMATED) $(ICONS) $(FINDER.DATA) $(FINDER.ROOT) cp res/blank.hdv "$@" cp res/_FileInformation.txt $(BUILDDIR)/ $(CADIUS) ADDFILE "$@" "/$(VOLUME)/" $(BUILDDIR)/LAUNCHER.SYSTEM -C >>$(BUILDDIR)/log cp res/PREFS.CONF $(BUILDDIR)/PREFS.CONF bin/padto.sh $(BUILDDIR)/PREFS.CONF # # create _FileInformation.txt files for subdirectories # bin/buildfileinfo.sh res/ICONS "CA" "0000" cp src/prelaunch/_FileInformation.txt $(BUILDDIR)/PRELAUNCH/ # # add everything to the disk # for f in \ $(TOTAL.DATA) \ $(BUILDDIR)/PREFS.CONF \ $(FINDER.DATA) \ $(FINDER.ROOT); do \ $(CADIUS) ADDFILE "$@" "/$(VOLUME)/" "$$f" -C >>$(BUILDDIR)/log; \ done for f in \ res/TITLE.ANIMATED \ res/ICONS \ $(BUILDDIR)/PRELAUNCH \ $(X); do \ rm -f "$$f"/.DS_Store; \ $(CADIUS) ADDFOLDER "$@" "/$(VOLUME)/$$(basename $$f)" "$$f" -C >>$(BUILDDIR)/log; \ done bin/changebootloader.sh "$@" $(PROBOOTHD) @touch "$@" # create a version of GAMES.CONF without comments or blank lines or anything after display titles $(GAMES.CONF): $(MD) awk '!/^$$|^#/' < res/GAMES.CONF | awk -F'/' '{ print $$1 }' > "$@" # create a list of all game filenames, without metadata or display names, sorted by game filename $(GAMES.SORTED): $(GAMES.CONF) awk -F, '/,/ { print $$2 }' < $(BUILDDIR)/GAMES.CONF | awk -F= '{ print $$1 }' | sort > "$@" $(X): $(GAMES.CONF) $(PARALLEL) '$(CADIUS) EXTRACTVOLUME {} "$@"/ >>$(BUILDDIR)/log' ::: res/dsk/*.po rm -f "$@"/**/.DS_Store "$@"/**/PRODOS* "$@"/**/LOADER.SYSTEM* "$@"/**/_FileInformation.txt for f in $$(grep '^....1' $(BUILDDIR)/GAMES.CONF | awk '!/^$$|^#/' | awk -F, '/,/ { print $$2 }' | awk -F= '{ print $$1 }'); do mv "$@"/"$$(basename $$f)"/"$$(basename $$f)"* $(BUILDDIR)/X.INDEXED/; rm -rf "$@"/"$$(basename $$f)"; done for d in "$@"/*; do mv "$$d"/* "$@"/; rmdir "$$d"; done @touch "$@" # precompute binary data structure for mega-attract mode configuration file $(ATTRACT.IDX): $(MD) bin/buildokvs.sh < res/ATTRACT.CONF > "$@" $(HELPTEXT): $(MD) bin/converthelp.sh res/HELPTEXT "$@" $(CREDITS): $(MD) bin/converthelp.sh res/CREDITS "$@" $(GAMEHELP): $(MD) $(PARALLEL) 'bin/converthelp.sh "{}" "$@/{/}"' ::: res/GAMEHELP/* @touch "$@" $(TOTAL.DATA): $(FX) $(PRELAUNCH) $(DEMO) $(X) $(ATTRACT.IDX) $(HELPTEXT) $(CREDITS) $(GAMEHELP) $(GAMES.CONF) $(GAMES.SORTED) $(ACTION.DGR) $(ACTION.DHGR) $(ACTION.GR) $(ACTION.HGR) $(ARTWORK.SHR) $(ATTRACT) $(SS) $(TITLE.DHGR) $(TITLE.HGR) $(CACHE.IDX) $(ATTRACT.CONF) $(DFX.CONF) $(FX.CONF) $(SFX.CONF) $(PREFS.CONF) $(COVER) $(DECRUNCH) $(HELP) $(JOYSTICK) $(TITLE) # # precompute indexed files for prelaunch # note: prelaunch must be first in TOTAL.DATA due to a hack in LoadStandardPrelaunch # note 2: these can not be padded because they are loaded at $0106 and padding would clobber the stack # bin/buildindexedfile.py $(TOTAL.DATA) $(BUILDDIR)/PRELAUNCH.INDEXED "" < $(BUILDDIR)/GAMES.SORTED > $(BUILDDIR)/PRELAUNCH.IDX # # precompute indexed files for HGR & DHGR titles # note: these are not padded because they are all an exact block-multiple anyway # bin/padto.sh $(TOTAL.DATA) (for f in res/TITLE.HGR/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) res/TITLE.HGR $(BUILDDIR)/HGR.TITLES.LOG > $(BUILDDIR)/TITLE.IDX (for f in res/TITLE.DHGR/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) res/TITLE.DHGR $(BUILDDIR)/DHGR.TITLES.LOG > $(BUILDDIR)/DTITLE.IDX bin/addfile.sh res/COVER $(TOTAL.DATA) > src/index/res.cover.idx.a bin/addfile.sh res/TITLE $(TOTAL.DATA) > src/index/res.title.idx.a bin/addfile.sh res/HELP $(TOTAL.DATA) > src/index/res.help.idx.a # # precompute indexed files for game help # note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able # bin/buildindexedfile.py -p -a $(TOTAL.DATA) $(BUILDDIR)/GAMEHELP "" < $(BUILDDIR)/GAMES.SORTED > $(BUILDDIR)/GAMEHELP.IDX # # precompute indexed files for slideshows # note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able # $(PARALLEL) '[ $$(echo "{/}" | cut -c-3) = "ACT" ] && bin/buildslideshow.sh -d $(BUILDDIR)/GAMES.CONF < "{}" > "$(BUILDDIR)/SS/{/}" || bin/buildslideshow.sh $(BUILDDIR)/GAMES.CONF < "{}" > "$(BUILDDIR)/SS/{/}"' ::: res/SS/* (for f in $(BUILDDIR)/SS/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -p -a $(TOTAL.DATA) $(BUILDDIR)/SS "" > $(BUILDDIR)/SLIDESHOW.IDX $(PARALLEL) 'bin/buildokvs.sh < "{}" > "$(BUILDDIR)/ATTRACT/{/}"' ::: res/ATTRACT/* (for f in $(BUILDDIR)/ATTRACT/[ABCDEFGHIJKLMNOP]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -p -a $(TOTAL.DATA) $(BUILDDIR)/ATTRACT "" > $(BUILDDIR)/MINIATTRACT0.IDX (for f in $(BUILDDIR)/ATTRACT/[QRSTUVWXYZ]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -p -a $(TOTAL.DATA) $(BUILDDIR)/ATTRACT "" > $(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 -a $(TOTAL.DATA) $(BUILDDIR)/FX.INDEXED "" < res/FX.CONF > $(BUILDDIR)/FX.IDX bin/buildindexedfile.py -p -a $(TOTAL.DATA) $(BUILDDIR)/FX.INDEXED "" < res/DFX.CONF > $(BUILDDIR)/DFX.IDX bin/buildindexedfile.py -p -a $(TOTAL.DATA) $(BUILDDIR)/FX.INDEXED "" < res/SFX.CONF > $(BUILDDIR)/SFX.IDX (for f in $(BUILDDIR)/FXCODE/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -p -a $(TOTAL.DATA) $(BUILDDIR)/FXCODE "" > $(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 # (for f in $(BUILDDIR)/FXDATA/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) $(BUILDDIR)/FXDATA "" > $(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 # (for f in res/ACTION.HGR/[ABCD]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) res/ACTION.HGR "" > $(BUILDDIR)/HGR0.IDX (for f in res/ACTION.HGR/[EFGH]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) res/ACTION.HGR "" > $(BUILDDIR)/HGR1.IDX (for f in res/ACTION.HGR/[IJKL]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) res/ACTION.HGR "" > $(BUILDDIR)/HGR2.IDX (for f in res/ACTION.HGR/[MNOP]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) res/ACTION.HGR "" > $(BUILDDIR)/HGR3.IDX (for f in res/ACTION.HGR/[QRST]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) res/ACTION.HGR "" > $(BUILDDIR)/HGR4.IDX (for f in res/ACTION.HGR/[UVWX]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) res/ACTION.HGR "" > $(BUILDDIR)/HGR5.IDX (for f in res/ACTION.HGR/[YZ]*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) res/ACTION.HGR "" > $(BUILDDIR)/HGR6.IDX (for f in res/ACTION.DHGR/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) res/ACTION.DHGR "" > $(BUILDDIR)/DHGR.IDX # # precompute indexed files for GR and DGR action screenshots # note: these can be padded because they are not compressed # (for f in res/ACTION.GR/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a -p $(TOTAL.DATA) res/ACTION.GR "" > $(BUILDDIR)/GR.IDX (for f in res/ACTION.DGR/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a -p $(TOTAL.DATA) res/ACTION.DGR "" > $(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 # (for f in res/ARTWORK.SHR/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) res/ARTWORK.SHR "" > $(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 # (for f in $(BUILDDIR)/DEMO/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a $(TOTAL.DATA) $(BUILDDIR)/DEMO "" > $(BUILDDIR)/DEMO.IDX bin/addfile.sh $(BUILDDIR)/DEMO.IDX $(TOTAL.DATA) > src/index/demo.idx.a # # 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 # (for f in $(BUILDDIR)/X.INDEXED/*; do echo "$$(basename $$f)"; done) | bin/buildindexedfile.py -a -p $(TOTAL.DATA) $(BUILDDIR)/X.INDEXED "" > $(BUILDDIR)/XSINGLE.IDX bin/addfile.sh $(BUILDDIR)/XSINGLE.IDX $(TOTAL.DATA) > src/index/xsingle.idx.a # # 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 # $(PARALLEL) ::: \ '(grep "^00" < $(BUILDDIR)/GAMES.CONF | bin/buildsearch.py src/index/count00.a $(BUILDDIR)/HGR.TITLES.LOG "" > $(BUILDDIR)/SEARCH00.IDX)' \ '(grep "^0" < $(BUILDDIR)/GAMES.CONF | bin/buildsearch.py src/index/count01.a $(BUILDDIR)/HGR.TITLES.LOG $(BUILDDIR)/DHGR.TITLES.LOG > $(BUILDDIR)/SEARCH01.IDX)' \ '(grep "^.0" < $(BUILDDIR)/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 < $(BUILDDIR)/GAMES.CONF > $(BUILDDIR)/SEARCH11.IDX)' # # add IDX files to the combined index file and generate # the index records that callers use to reference them # bin/addfile.sh $(BUILDDIR)/SEARCH00.IDX $(TOTAL.DATA) > src/index/search00.idx.a bin/addfile.sh res/CACHE00.IDX $(TOTAL.DATA) > src/index/cache00.idx.a bin/addfile.sh $(BUILDDIR)/SEARCH01.IDX $(TOTAL.DATA) > src/index/search01.idx.a bin/addfile.sh res/CACHE01.IDX $(TOTAL.DATA) > src/index/cache01.idx.a bin/addfile.sh $(BUILDDIR)/SEARCH10.IDX $(TOTAL.DATA) > src/index/search10.idx.a bin/addfile.sh res/CACHE10.IDX $(TOTAL.DATA) > src/index/cache10.idx.a bin/addfile.sh $(BUILDDIR)/SEARCH11.IDX $(TOTAL.DATA) > src/index/search11.idx.a bin/addfile.sh res/CACHE11.IDX $(TOTAL.DATA) > src/index/cache11.idx.a bin/addfile.sh $(BUILDDIR)/PRELAUNCH.IDX $(TOTAL.DATA) > src/index/prelaunch.idx.a bin/addfile.sh $(BUILDDIR)/ATTRACT.IDX $(TOTAL.DATA) > src/index/attract.idx.a bin/addfile.sh $(BUILDDIR)/FX.IDX $(TOTAL.DATA) > src/index/fx.idx.a bin/addfile.sh $(BUILDDIR)/DFX.IDX $(TOTAL.DATA) > src/index/dfx.idx.a bin/addfile.sh $(BUILDDIR)/SFX.IDX $(TOTAL.DATA) > src/index/sfx.idx.a bin/addfile.sh $(BUILDDIR)/FXCODE.IDX $(TOTAL.DATA) > src/index/fxcode.idx.a bin/addfile.sh $(BUILDDIR)/FXDATA.IDX $(TOTAL.DATA) > src/index/fxdata.idx.a bin/addfile.sh $(BUILDDIR)/GAMEHELP.IDX $(TOTAL.DATA) > src/index/gamehelp.idx.a bin/addfile.sh $(BUILDDIR)/SLIDESHOW.IDX $(TOTAL.DATA) > src/index/slideshow.idx.a bin/addfile.sh $(BUILDDIR)/MINIATTRACT0.IDX $(TOTAL.DATA) > src/index/miniattract0.idx.a bin/addfile.sh $(BUILDDIR)/MINIATTRACT1.IDX $(TOTAL.DATA) > src/index/miniattract1.idx.a bin/addfile.sh $(BUILDDIR)/TITLE.IDX $(TOTAL.DATA) > src/index/title.idx.a bin/addfile.sh $(BUILDDIR)/DTITLE.IDX $(TOTAL.DATA) > src/index/dtitle.idx.a bin/addfile.sh $(BUILDDIR)/HGR0.IDX $(TOTAL.DATA) > src/index/hgr0.idx.a bin/addfile.sh $(BUILDDIR)/HGR1.IDX $(TOTAL.DATA) > src/index/hgr1.idx.a bin/addfile.sh $(BUILDDIR)/HGR2.IDX $(TOTAL.DATA) > src/index/hgr2.idx.a bin/addfile.sh $(BUILDDIR)/HGR3.IDX $(TOTAL.DATA) > src/index/hgr3.idx.a bin/addfile.sh $(BUILDDIR)/HGR4.IDX $(TOTAL.DATA) > src/index/hgr4.idx.a bin/addfile.sh $(BUILDDIR)/HGR5.IDX $(TOTAL.DATA) > src/index/hgr5.idx.a bin/addfile.sh $(BUILDDIR)/HGR6.IDX $(TOTAL.DATA) > src/index/hgr6.idx.a bin/addfile.sh $(BUILDDIR)/DHGR.IDX $(TOTAL.DATA) > src/index/dhgr.idx.a bin/addfile.sh $(BUILDDIR)/GR.IDX $(TOTAL.DATA) > src/index/gr.idx.a bin/addfile.sh $(BUILDDIR)/DGR.IDX $(TOTAL.DATA) > src/index/dgr.idx.a bin/addfile.sh $(BUILDDIR)/ARTWORK.IDX $(TOTAL.DATA) > src/index/artwork.idx.a # # add additional miscellaneous files # bin/addfile.sh $(BUILDDIR)/COVERFADE $(TOTAL.DATA) > src/index/coverfade.idx.a bin/addfile.sh $(BUILDDIR)/GR.FIZZLE $(TOTAL.DATA) > src/index/gr.fizzle.idx.a bin/addfile.sh $(BUILDDIR)/DGR.FIZZLE $(TOTAL.DATA) > src/index/dgr.fizzle.idx.a bin/addfile.sh $(BUILDDIR)/HELPTEXT $(TOTAL.DATA) > src/index/helptext.idx.a bin/addfile.sh $(BUILDDIR)/CREDITS $(TOTAL.DATA) > src/index/credits.idx.a bin/addfile.sh res/DECRUNCH $(TOTAL.DATA) > src/index/decrunch.idx.a bin/addfile.sh res/JOYSTICK $(TOTAL.DATA) > src/index/joystick.idx.a @touch "$@" $(LAUNCHER.SYSTEM): $(LAUNCHER.SOURCES) | $(MD) $(ACME) -DBUILDNUMBER=`git rev-list --count HEAD` src/4cade.a 2>$(BUILDDIR)/relbase.log $(ACME) -r $(BUILDDIR)/4cade.lst -DBUILDNUMBER=`git rev-list --count HEAD` -DRELBASE=`cat $(BUILDDIR)/relbase.log | grep "RELBASE =" | cut -d"=" -f2 | cut -d"(" -f2 | cut -d")" -f1` src/4cade.a @touch "$@" $(DEMO): $(DEMO.SOURCES) | $(MD) $(PARALLEL) 'if grep -q "^!to" "{}"; then $(ACME) "{}"; fi' ::: src/demo/*.a @touch "$@" $(FX): $(FX.SOURCES) | $(MD) $(PARALLEL) 'if grep -q "^!to" "{}"; then $(ACME) "{}"; fi' ::: src/fx/*.a @touch "$@" $(PRELAUNCH): $(PRELAUNCH.SOURCES) | $(MD) $(PARALLEL) 'if grep -q "^!to" "{}"; then $(ACME) "{}"; fi' ::: src/prelaunch/*.a @touch "$@" $(PROBOOTHD): $(PROBOOT.SOURCES) | $(MD) $(ACME) -r $(BUILDDIR)/proboothd.lst src/proboothd/proboothd.a @touch "$@" # # |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/* # # |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. # attract: compress bin/check-attract-mode.sh bin/generate-mini-attract-mode.sh # # |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) $(PARALLEL) ::: \ 'awk -F= '"'"'/^00/ { print $$2 }'"'"' < $(BUILDDIR)/GAMES.CONF | bin/buildcache.py > $(BUILDDIR)/cache00.a' \ 'awk -F= '"'"'/^0/ { print $$2 }'"'"' < $(BUILDDIR)/GAMES.CONF | bin/buildcache.py > $(BUILDDIR)/cache01.a' \ 'awk -F= '"'"'/^.0/ { print $$2 }'"'"' < $(BUILDDIR)/GAMES.CONF | bin/buildcache.py > $(BUILDDIR)/cache10.a' \ 'awk -F= '"'"'!/^$$|^#/ { print $$2 }'"'"' < $(BUILDDIR)/GAMES.CONF | bin/buildcache.py > $(BUILDDIR)/cache11.a' $(PARALLEL) ::: \ '$(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' mount: $(HDV) osascript bin/V2Make.scpt "`pwd`" bin/4cade.vii "$(HDV)" $(MD): mkdir -p "$(BUILDDIR)"/X "$(BUILDDIR)"/X.INDEXED "$(BUILDDIR)"/FX.INDEXED "$(BUILDDIR)"/FXDATA "$(BUILDDIR)"/FXCODE "$(BUILDDIR)"/PRELAUNCH "$(BUILDDIR)"/PRELAUNCH.INDEXED "$(BUILDDIR)"/ATTRACT "$(BUILDDIR)"/SS "$(BUILDDIR)"/GAMEHELP "$(BUILDDIR)"/DEMO touch "$(BUILDDIR)"/log @touch "$@" clean: rm -rf $(BUILDDIR)/ || rm -rf $(BUILDDIR) preconditions: @$(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) all: clean dsk mount al: all .NOTPARALLEL: