# # 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 dsk: asm index cp res/blank.hdv build/"$(DISK)" cp res/_FileInformation.txt build/ $(CADIUS) ADDFILE build/"$(DISK)" "/$(VOLUME)/" build/LAUNCHER.SYSTEM >>build/log cp res/PREFS.CONF build/PREFS.CONF bin/padto.sh build/PREFS.CONF # # create _FileInformation.txt files for subdirectories # bin/buildfileinfo.sh res/TITLE.HGR "06" "4000" bin/buildfileinfo.sh res/TITLE.DHGR "06" "4000" bin/buildfileinfo.sh res/ICONS "CA" "0000" bin/buildfileinfo.sh build/FX "06" "6000" bin/buildfileinfo.sh build/PRELAUNCH "06" "0106" # # add everything to the disk # for f in \ build/TOTAL.DATA \ res/TITLE \ res/COVER \ res/HELP \ build/PREFS.CONF \ build/CREDITS \ build/HELPTEXT \ build/ATTRACT.IDX \ build/SEARCH00.IDX \ build/SEARCH01.IDX \ build/SEARCH10.IDX \ build/SEARCH11.IDX \ res/CACHE00.IDX \ res/CACHE01.IDX \ res/CACHE10.IDX \ res/CACHE11.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 \ build/DHGR.IDX \ build/GR.IDX \ res/DECRUNCH \ res/JOYSTICK \ res/Finder.Data \ res/Finder.Root; do \ $(CADIUS) ADDFILE build/"$(DISK)" "/$(VOLUME)/" "$$f" >>build/log; \ done for f in \ res/TITLE.HGR \ res/TITLE.DHGR \ res/DEMO \ res/TITLE.ANIMATED \ res/ICONS \ build/FX \ build/PRELAUNCH; do \ rm -f "$$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 index: md asmfx asmprelaunch compress # 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 # # precompute binary data structure for mega-attract mode configuration file # [ -f build/ATTRACT.IDX ] || (bin/buildokvs.sh < res/ATTRACT.CONF > build/ATTRACT.IDX) # # precompute binary data structure and substitute special characters # in game help and other all-text pages # [ -f build/HELPTEXT ] || (bin/converthelp.sh res/HELPTEXT build/HELPTEXT) [ -f build/CREDITS ] || (bin/converthelp.sh res/CREDITS build/CREDITS) for f in res/GAMEHELP/*; do \ [ -f build/GAMEHELP/"$$(basename $$f)" ] || (bin/converthelp.sh "$$f" build/GAMEHELP/"$$(basename $$f)"); \ done # # create search indexes: (game-requires-joystick) X (game-requires-128K) # [ -f build/GAMES.CONF ] || (awk '!/^$$|^#/' < res/GAMES.CONF > build/GAMES.CONF) [ -f build/SEARCH00.IDX ] || (grep "^00" < build/GAMES.CONF | bin/buildsearch.sh > build/SEARCH00.IDX) [ -f build/SEARCH01.IDX ] || (grep "^0" < build/GAMES.CONF | bin/buildsearch.sh > build/SEARCH01.IDX) [ -f build/SEARCH10.IDX ] || (grep "^.0" < build/GAMES.CONF | bin/buildsearch.sh > build/SEARCH10.IDX) [ -f build/SEARCH11.IDX ] || (bin/buildsearch.sh < build/GAMES.CONF > build/SEARCH11.IDX) # # create a sorted list of game filenames, without metadata or display names # [ -f build/GAMES.SORTED ] || (awk -F, '/,/ { print $$2 }' < build/GAMES.CONF | awk -F= '{ print $$1 }' | sort > build/GAMES.SORTED) # # 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 # [ -f build/PRELAUNCH.IDX ] || (bin/buildindexedfile.sh build/TOTAL.DATA build/PRELAUNCH.INDEXED < build/GAMES.SORTED > build/PRELAUNCH.IDX) # # precompute indexed files for game help # [ -f build/GAMEHELP.IDX ] || (bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/GAMEHELP < build/GAMES.SORTED > build/GAMEHELP.IDX) # # precompute indexed files for slideshows # [ -f build/SLIDESHOW.IDX ] || ((for f in res/SS/*; do \ [ $$(echo "$$(basename $$f)" | cut -c-3) = "ACT" ] && \ bin/buildaction.sh build/GAMES.CONF < "$$f" > "build/SS/$$(basename $$f)" || \ bin/buildtitle.sh build/GAMES.CONF < "$$f" > "build/SS/$$(basename $$f)"; \ echo "$$(basename $$f)"; \ done) | bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/SS > build/SLIDESHOW.IDX) [ -f build/MINIATTRACT.IDX ] || ((for f in res/ATTRACT/*; do \ bin/buildokvs.sh < "$$f" > "build/ATTRACT/$$(basename $$f)"; \ echo "$$(basename $$f)"; \ done) | bin/buildindexedfile.sh -p -a build/TOTAL.DATA build/ATTRACT > build/MINIATTRACT.IDX) # # precompute indexed files for graphic effects # [ -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) # # 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 # [ -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) # # precompute indexed files for GR action screenshots # note: these can be padded because they are not compressed # [ -f build/GR.IDX ] || ((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) # # precompute indexed files for SHR artwork # note: these can not be padded because they are compressed and the decompressor needs the exact size # [ -f build/ARTWORK.IDX ] || ((for f in res/ARTWORK.SHR/*; do \ echo "$$(basename $$f)"; \ done) | bin/buildindexedfile.sh -a build/TOTAL.DATA res/ARTWORK.SHR > build/ARTWORK.IDX) 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 \ grep "^\!to" $${f} >/dev/null && $(ACME) $${f} || true; \ done asmprelaunch: md for f in src/prelaunch/*.a; do \ grep "^\!to" $${f} >/dev/null && $(ACME) $${f}; \ done asmproboot: md $(ACME) -r build/proboothd.lst src/proboothd/proboothd.a 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 "$$o" >>build/log; done for f in res/TITLE.HGR.UNPACKED/*; do o=res/TITLE.HGR/$$(basename $$f); [ -f "$$o" ] || bin/packhgrfile.py $$f $$o >>build/log; done # # |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: 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 $(ACME) -o res/CACHE11.IDX build/cache11.a mount: dsk osascript bin/V2Make.scpt "`pwd`" bin/4cade.vii build/"$(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