mirror of
https://github.com/a2-4am/4cade.git
synced 2024-11-08 23:06:22 +00:00
365 lines
16 KiB
Batchfile
365 lines
16 KiB
Batchfile
@echo off
|
|
rem
|
|
rem 4cade Makefile for Windows
|
|
rem assembles source code, optionally builds a disk image
|
|
rem note: non-Windows users should probably use Makefile instead
|
|
rem
|
|
rem a qkumba monstrosity from 2018-10-29
|
|
rem
|
|
|
|
setlocal enabledelayedexpansion
|
|
set DISK=4cade.hdv
|
|
set VOLUME=TOTAL.REPLAY
|
|
|
|
rem third-party tools required to build (must be in path)
|
|
|
|
rem https://sourceforge.net/projects/acme-crossass/
|
|
rem version 0.97 or later
|
|
set ACME=acme
|
|
|
|
rem https://github.com/mach-kernel/cadius
|
|
rem version 1.4.6 or later
|
|
set CADIUS=cadius
|
|
|
|
rem https://github.com/
|
|
set GIT=git
|
|
|
|
rem https://bitbucket.org/magli143/exomizer/wiki/Home
|
|
rem version 3.1.0 or later
|
|
set EXOMIZER=exomizer mem -q -P23 -lnone
|
|
|
|
if "%1" equ "dsk" (
|
|
call :clean
|
|
call :index
|
|
if "%2". equ "". (
|
|
call :asmproboot
|
|
call :asmlauncher
|
|
1>nul copy /y res\blank.hdv "build\%DISK%" >>build\log
|
|
1>nul copy /y res\_FileInformation.txt build\ >>build\log
|
|
%CADIUS% ADDFILE "build\%DISK%" "/%VOLUME%/" "build\LAUNCHER.SYSTEM" -C >>build\log
|
|
1>nul copy /y "res\PREFS.CONF" "build" >>build\log
|
|
cscript /nologo bin\padto.js 512 build\PREFS.CONF
|
|
rem
|
|
rem create _FileInformation.txt files for subdirectories
|
|
rem
|
|
cscript /nologo bin\buildfileinfo.js res\ICONS "CA" "0000" >>build/log
|
|
1>nul copy /y src\prelaunch\_FileInformation.txt build\PRELAUNCH >>build/log
|
|
rem
|
|
rem add everything to the disk
|
|
rem
|
|
)
|
|
echo|set/p="adding files..."
|
|
%CADIUS% ADDFILE "build\%DISK%" "/%VOLUME%/" "build\TOTAL.DATA" -C >>build\log
|
|
if "%2". equ "". (
|
|
for %%q in (build\PREFS.CONF res\Finder.Data res\Finder.Root) do %CADIUS% ADDFILE "build\%DISK%" "/%VOLUME%/" "%%q" -C >>build\log
|
|
for %%q in (res\TITLE.ANIMATED res\ICONS build\PRELAUNCH build\X) do (
|
|
1>nul 2>nul del /s "%%q\.DS_Store"
|
|
%CADIUS% ADDFOLDER "build\%DISK%" "/%VOLUME%/%%~nxq" %%q -C >>build\log
|
|
)
|
|
cscript /nologo bin\changebootloader.js "build\%DISK%" build\proboothd
|
|
)
|
|
echo done
|
|
goto :EOF
|
|
)
|
|
|
|
if "%1" equ "index" (
|
|
call :index
|
|
goto :EOF
|
|
)
|
|
|
|
if "%1" equ "clean" (
|
|
if "%2". neq "". (
|
|
1>nul move build\%DISK%
|
|
)
|
|
:clean
|
|
echo y|1>nul 2>nul rd build /s
|
|
if "%2". neq "". (
|
|
md build
|
|
1>nul move %DISK% build\%DISK%
|
|
%CADIUS% DELETEFILE "build\%DISK%" "/%VOLUME%/TOTAL.DATA" >>build\log
|
|
)
|
|
goto :EOF
|
|
)
|
|
|
|
if "%1" equ "compress" (
|
|
call :compress
|
|
goto :EOF
|
|
)
|
|
|
|
echo usage: %0 clean / dsk
|
|
goto :EOF
|
|
|
|
:index
|
|
call :md
|
|
call :asmfx
|
|
call :asmprelaunch
|
|
call :asmdemo
|
|
rem
|
|
rem precompute binary data structure for mega-attract mode configuration file
|
|
rem
|
|
cscript /nologo bin\buildokvs.js res\ATTRACT.CONF build\ATTRACT.IDX >>build\log
|
|
rem
|
|
rem precompute binary data structure and substitute special characters
|
|
rem in game help and other all-text pages
|
|
rem
|
|
cscript /nologo bin\converthelp.js res\HELPTEXT build\HELPTEXT >>build\log
|
|
cscript /nologo bin\converthelp.js res\CREDITS build\CREDITS >>build\log
|
|
echo|set/p="converting gamehelp..."
|
|
for %%q in (res\GAMEHELP\*) do cscript /nologo bin\converthelp.js %%q build\GAMEHELP\%%~nxq >>build\log
|
|
echo done
|
|
rem
|
|
rem create a list of all game filenames, without metadata or display names, sorted by game filename
|
|
rem
|
|
cscript /nologo bin\makesorted.js
|
|
cscript /nologo bin\builddisplaynames.js
|
|
rem
|
|
rem precompute indexed files for prelaunch
|
|
rem note: prelaunch must be first in TOTAL.DATA due to a hack in LoadStandardPrelaunch
|
|
rem note 2: these can not be padded because they are loaded at $0106 and padding would clobber the stack
|
|
rem
|
|
echo|set/p="indexing prelaunch..."
|
|
1>nul copy /y nul build\TOTAL.DATA
|
|
cscript /nologo bin\buildpre.js build\PRELAUNCH.INDEXED build\PRELAUNCH.IDX build\TOTAL.DATA >>build\log
|
|
echo done
|
|
rem
|
|
rem precompute indexed files for HGR & DHGR titles
|
|
rem note: these are not padded because they are all an exact block-multiple anyway
|
|
rem
|
|
echo|set/p="indexing titles..."
|
|
cscript /nologo bin\padto.js 512 build\TOTAL.DATA
|
|
cscript /nologo bin\buildss.js res\TITLE.HGR build\TITLE.IDX build\HGR.TITLES.LOG build\TOTAL.DATA build\TOTAL.DATA >>build\log
|
|
cscript /nologo bin\buildss.js res\TITLE.DHGR build\DTITLE.IDX build\DHGR.TITLES.LOG build\TOTAL.DATA build\TOTAL.DATA >>build\log
|
|
cscript /nologo bin\addfile.js res\COVER src\index\res.cover.idx.a
|
|
cscript /nologo bin\addfile.js res\TITLE src\index\res.title.idx.a
|
|
cscript /nologo bin\addfile.js res\HELP src\index\res.help.idx.a
|
|
echo done
|
|
rem
|
|
rem precompute indexed files for game help
|
|
rem note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able
|
|
rem
|
|
echo|set/p="indexing gamehelp..."
|
|
cscript /nologo bin\makesorted.js
|
|
cscript /nologo bin\buildpre.js build\GAMEHELP build\GAMEHELP.IDX build\TOTAL.DATA pad >>build\log
|
|
echo done
|
|
rem
|
|
rem precompute indexed files for slideshows
|
|
rem note: these can be padded because they're loaded into $800 at a time when $800..$1FFF is clobber-able
|
|
rem
|
|
echo|set/p="indexing slideshows..."
|
|
for %%q in (res\SS\*) do (
|
|
set _ss=%%~nxq
|
|
set _ss=!_ss:~0,3!
|
|
if !_ss!==ACT (
|
|
cscript /nologo bin\buildslideshow.js %%q build\SS\%%~nxq -d >>build\log
|
|
) else (
|
|
cscript /nologo bin\buildslideshow.js %%q build\SS\%%~nxq >>build\log
|
|
)
|
|
)
|
|
cscript /nologo bin\buildss.js build\SS build\SLIDESHOW.IDX nul build\TOTAL.DATA nul pad >>build\log
|
|
for %%q in (A B C D E F G H I J K L M N O P) do for %%k in (res\ATTRACT\%%q*) do cscript /nologo bin\buildokvs.js %%k build\ATTRACT0\%%~nxk >>build\log
|
|
for %%q in (Q R S T U V W X Y Z) do for %%k in (res\ATTRACT\%%q*) do cscript /nologo bin\buildokvs.js %%k build\ATTRACT1\%%~nxk >>build\log
|
|
cscript /nologo bin\buildss.js build\ATTRACT0 build\MINIATTRACT0.IDX nul build\TOTAL.DATA nul pad >>build\log
|
|
cscript /nologo bin\buildss.js build\ATTRACT1 build\MINIATTRACT1.IDX nul build\TOTAL.DATA nul pad >>build\log
|
|
echo done
|
|
rem
|
|
rem precompute indexed files for graphic effects
|
|
rem note: these can be padded because they're loaded into $6000 at a time when $6000..$BEFF is clobber-able
|
|
rem
|
|
echo|set/p="indexing fx..."
|
|
cscript /nologo bin\buildfx.js res\FX.CONF build\FX.IDX build\TOTAL.DATA build\FX.INDEXED >>build\log
|
|
cscript /nologo bin\buildfx.js res\DFX.CONF build\DFX.IDX build\TOTAL.DATA build\FX.INDEXED >>build\log
|
|
cscript /nologo bin\buildfx.js res\SFX.CONF build\SFX.IDX build\TOTAL.DATA build\FX.INDEXED >>build\log
|
|
dir /b build\fx\*.DATA >build\fx.lst
|
|
cscript /nologo bin\buildfx.js build\fx.lst build\FXDATA.IDX build\TOTAL.DATA build\FX >>build\log
|
|
echo done
|
|
rem
|
|
rem precompute indexed files for HGR & DHGR action screenshots
|
|
rem note: these can not be padded because they are compressed and the decompressor needs the exact size
|
|
rem
|
|
echo|set/p="indexing (d)hgr action..."
|
|
1>nul copy /y nul build\ACTIONHGR0
|
|
1>nul copy /y nul build\ACTIONHGR1
|
|
1>nul copy /y nul build\ACTIONHGR2
|
|
1>nul copy /y nul build\ACTIONHGR3
|
|
1>nul copy /y nul build\ACTIONHGR4
|
|
1>nul copy /y nul build\ACTIONHGR5
|
|
1>nul copy /y nul build\ACTIONHGR6
|
|
1>nul copy /y nul build\ACTIONDHGR
|
|
for %%q in (A B C D) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR0 echo %%k
|
|
for %%q in (E F G H) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR1 echo %%k
|
|
for %%q in (I J K L) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR2 echo %%k
|
|
for %%q in (M N O P) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR3 echo %%k
|
|
for %%q in (Q R S T) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR4 echo %%k
|
|
for %%q in (U V W X) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR5 echo %%k
|
|
for %%q in (Y Z) do for %%k in (res\ACTION.HGR\%%q*) do 1>nul >>build\ACTIONHGR6 echo %%k
|
|
for %%q in (res\ACTION.DHGR\*) do 1>nul >>build\ACTIONDHGR echo %%q
|
|
cscript /nologo bin\buildss.js build\ACTIONHGR0* build\HGR0.IDX nul build\TOTAL.DATA nul >>build\log
|
|
cscript /nologo bin\buildss.js build\ACTIONHGR1* build\HGR1.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
|
|
cscript /nologo bin\buildss.js build\ACTIONHGR2* build\HGR2.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
|
|
cscript /nologo bin\buildss.js build\ACTIONHGR3* build\HGR3.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
|
|
cscript /nologo bin\buildss.js build\ACTIONHGR4* build\HGR4.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
|
|
cscript /nologo bin\buildss.js build\ACTIONHGR5* build\HGR5.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
|
|
cscript /nologo bin\buildss.js build\ACTIONHGR6* build\HGR6.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
|
|
cscript /nologo bin\buildss.js build\ACTIONDHGR* build\DHGR.IDX nul build\TOTAL.DATA build\TOTAL.DATA >>build\log
|
|
echo done
|
|
rem precompute indexed files for GR and DGR action screenshots
|
|
rem note: these can be padded because they are not compressed
|
|
rem
|
|
echo|set/p="indexing (d)gr action..."
|
|
1>nul copy /y nul build\ACTIONGR
|
|
1>nul copy /y nul build\ACTIONDGR
|
|
for %%q in (res\ACTION.GR\*) do 1>nul >>build\ACTIONGR echo %%q
|
|
for %%q in (res\ACTION.DGR\*) do 1>nul >>build\ACTIONDGR echo %%q
|
|
cscript /nologo bin\buildss.js build\ACTIONGR* build\GR.IDX nul build\TOTAL.DATA build\TOTAL.DATA pad >>build\log
|
|
cscript /nologo bin\buildss.js build\ACTIONDGR* build\DGR.IDX nul build\TOTAL.DATA build\TOTAL.DATA pad >>build\log
|
|
echo done
|
|
rem
|
|
rem precompute indexed files for SHR artwork
|
|
rem note: these can not be padded because they are compressed and the decompressor needs the exact size
|
|
rem
|
|
echo|set/p="indexing shr..."
|
|
cscript /nologo bin\buildss.js res\ARTWORK.SHR build\ARTWORK.IDX nul build\TOTAL.DATA nul >>build\log
|
|
echo done
|
|
rem
|
|
rem precompute indexed files for demo launchers
|
|
rem note: these can not be padded because some of them are loaded too close to $C000
|
|
rem
|
|
echo|set/p="indexing demos..."
|
|
cscript /nologo bin\buildss.js build\DEMO build\DEMO.IDX nul build\TOTAL.DATA nul >>build\log
|
|
cscript /nologo bin\addfile.js build\DEMO.IDX src\index\demo.idx.a
|
|
echo done
|
|
rem
|
|
rem precompute indexed files for single-load game binaries
|
|
rem note: these can be padded because they are loaded at a time when all of main memory is clobber-able
|
|
rem
|
|
echo|set/p="indexing single-loaders..."
|
|
for %%q in (res\dsk\*.po) do %CADIUS% EXTRACTVOLUME "%%q" build\X\ >>build\log
|
|
1>nul 2>nul del /s build\X\.DS_Store build\X\PRODOS* build\X\LOADER.SYSTEM* build\X\_FileInformation.txt
|
|
1>nul copy /y nul build\XSINGLE.IDX
|
|
cscript /nologo bin\buildsingle.js build\X.INDEXED build\XSINGLE.IDX build\TOTAL.DATA pad >>build\log
|
|
cscript /nologo bin\addfile.js build\XSINGLE.IDX src\index\xsingle.idx.a
|
|
cscript /nologo bin\flatten.js
|
|
echo done
|
|
rem
|
|
rem create search indexes for each variation of (game-requires-joystick) X (game-requires-128K)
|
|
rem in the form of OKVS data structures, plus game counts in the form of source files
|
|
rem
|
|
echo|set/p="indexing search..."
|
|
cscript /nologo bin\buildsearch.js "00" src\index\count00.a build\SEARCH00.IDX
|
|
cscript /nologo bin\buildsearch.js "0" src\index\count01.a build\SEARCH01.IDX
|
|
cscript /nologo bin\buildsearch.js ".0" src\index\count10.a build\SEARCH10.IDX
|
|
cscript /nologo bin\buildsearch.js "." src\index\count11.a build\SEARCH11.IDX
|
|
echo done
|
|
rem
|
|
rem add IDX files to the combined index file and generate
|
|
rem the index records that callers use to reference them
|
|
rem
|
|
echo|set/p="preparing index file..."
|
|
cscript /nologo bin\addfile.js build\SEARCH00.IDX src\index\search00.idx.a
|
|
cscript /nologo bin\addfile.js res\CACHE00.IDX src\index\cache00.idx.a
|
|
cscript /nologo bin\addfile.js build\SEARCH01.IDX src\index\search01.idx.a
|
|
cscript /nologo bin\addfile.js res\CACHE01.IDX src\index\cache01.idx.a
|
|
cscript /nologo bin\addfile.js build\SEARCH10.IDX src\index\search10.idx.a
|
|
cscript /nologo bin\addfile.js res\CACHE10.IDX src\index\cache10.idx.a
|
|
cscript /nologo bin\addfile.js build\SEARCH11.IDX src\index\search11.idx.a
|
|
cscript /nologo bin\addfile.js res\CACHE11.IDX src\index\cache11.idx.a
|
|
cscript /nologo bin\addfile.js build\PRELAUNCH.IDX src\index\prelaunch.idx.a
|
|
cscript /nologo bin\addfile.js build\ATTRACT.IDX src\index\attract.idx.a
|
|
cscript /nologo bin\addfile.js build\FX.IDX src\index\fx.idx.a
|
|
cscript /nologo bin\addfile.js build\DFX.IDX src\index\dfx.idx.a
|
|
cscript /nologo bin\addfile.js build\SFX.IDX src\index\sfx.idx.a
|
|
cscript /nologo bin\addfile.js build\FXDATA.IDX src\index\fxdata.idx.a
|
|
cscript /nologo bin\addfile.js build\GAMEHELP.IDX src\index\gamehelp.idx.a
|
|
cscript /nologo bin\addfile.js build\SLIDESHOW.IDX src\index\slideshow.idx.a
|
|
cscript /nologo bin\addfile.js build\MINIATTRACT0.IDX src\index\miniattract0.idx.a
|
|
cscript /nologo bin\addfile.js build\MINIATTRACT1.IDX src\index\miniattract1.idx.a
|
|
cscript /nologo bin\addfile.js build\TITLE.IDX src\index\title.idx.a
|
|
cscript /nologo bin\addfile.js build\DTITLE.IDX src\index\dtitle.idx.a
|
|
cscript /nologo bin\addfile.js build\HGR0.IDX src\index\hgr0.idx.a
|
|
cscript /nologo bin\addfile.js build\HGR1.IDX src\index\hgr1.idx.a
|
|
cscript /nologo bin\addfile.js build\HGR2.IDX src\index\hgr2.idx.a
|
|
cscript /nologo bin\addfile.js build\HGR3.IDX src\index\hgr3.idx.a
|
|
cscript /nologo bin\addfile.js build\HGR4.IDX src\index\hgr4.idx.a
|
|
cscript /nologo bin\addfile.js build\HGR5.IDX src\index\hgr5.idx.a
|
|
cscript /nologo bin\addfile.js build\HGR6.IDX src\index\hgr6.idx.a
|
|
cscript /nologo bin\addfile.js build\DHGR.IDX src\index\dhgr.idx.a
|
|
cscript /nologo bin\addfile.js build\GR.IDX src\index\gr.idx.a
|
|
cscript /nologo bin\addfile.js build\DGR.IDX src\index\dgr.idx.a
|
|
cscript /nologo bin\addfile.js build\ARTWORK.IDX src\index\artwork.idx.a
|
|
rem
|
|
rem add additional miscellaneous files
|
|
rem
|
|
cscript /nologo bin\addfile.js build\COVERFADE src\index\coverfade.idx.a
|
|
cscript /nologo bin\addfile.js build\GR.FIZZLE src\index\gr.fizzle.idx.a
|
|
cscript /nologo bin\addfile.js build\DGR.FIZZLE src\index\dgr.fizzle.idx.a
|
|
cscript /nologo bin\addfile.js build\HELPTEXT src\index\helptext.idx.a
|
|
cscript /nologo bin\addfile.js build\CREDITS src\index\credits.idx.a
|
|
cscript /nologo bin\addfile.js res\DECRUNCH src\index\decrunch.idx.a
|
|
cscript /nologo bin\addfile.js res\JOYSTICK src\index\joystick.idx.a
|
|
echo done
|
|
goto :EOF
|
|
|
|
:md
|
|
2>nul md build
|
|
2>nul md build\X
|
|
2>nul md build\X.INDEXED
|
|
2>nul md build\FX
|
|
2>nul md build\FX.INDEXED
|
|
2>nul md build\PRELAUNCH
|
|
2>nul md build\PRELAUNCH.INDEXED
|
|
2>nul md build\ATTRACT0
|
|
2>nul md build\ATTRACT1
|
|
2>nul md build\SS
|
|
2>nul md build\GAMEHELP
|
|
2>nul md build\DEMO
|
|
1>nul copy nul build\log
|
|
goto :EOF
|
|
|
|
:asmlauncher
|
|
2>nul 1>build\buildnum.log %GIT% rev-list --count HEAD
|
|
if errorlevel 1 (set _build=0) else for /f "tokens=*" %%q in (build\buildnum.log) do set _build=%%q
|
|
2>build\relbase.log %ACME% -DBUILDNUMBER=%_build% src/4cade.a
|
|
for /f "tokens=*" %%q in (build\relbase.log) do set _make=%%q
|
|
%ACME% -DBUILDNUMBER=%_build% -DRELBASE=$!_make:~-5,4! -r build/4cade.lst src/4cade.a
|
|
goto :EOF
|
|
|
|
:asmdemo
|
|
echo|set/p="building demos..."
|
|
for %%q in (src\demo\*.a) do (
|
|
for /f "tokens=* usebackq" %%k in (`find "^!to" %%q`) do set _to=%%k
|
|
set _to=!_to:~0,1!
|
|
if !_to!==t %ACME% %%q
|
|
)
|
|
echo done
|
|
goto :EOF
|
|
|
|
:asmfx
|
|
echo|set/p="building fx..."
|
|
for %%q in (src\fx\*.a) do (
|
|
for /f "tokens=* usebackq" %%k in (`find "^!to" %%q`) do set _to=%%k
|
|
set _to=!_to:~0,1!
|
|
if !_to!==t %ACME% %%q
|
|
)
|
|
echo done
|
|
goto :EOF
|
|
|
|
:asmprelaunch
|
|
echo|set/p="building prelaunch..."
|
|
for %%q in (src\prelaunch\*.a) do (
|
|
for /f "tokens=* usebackq" %%k in (`find "^!to" %%q`) do set _to=%%k
|
|
set _to=!_to:~0,1!
|
|
if !_to!==t %ACME% %%q
|
|
)
|
|
echo done
|
|
goto :EOF
|
|
|
|
:asmproboot
|
|
%ACME% -r build/proboothd.lst src/proboothd/proboothd.a >> build\log
|
|
goto :EOF
|
|
|
|
:compress
|
|
for %%q in (res\action.dhgr.uncompressed\*) do if not exist res\action.dhgr\%%~nxq %EXOMIZER% res\action.dhgr.uncompressed\%%~nxq@0x4000 -o res\action.hgr\%%~nxq
|
|
for %%q in (res\action.hgr.uncompressed\*) do if not exist res\action.hgr\%%~nxq %EXOMIZER% res\action.hgr.uncompressed\%%~nxq@0x4000 -o res\action.hgr\%%~nxq
|
|
for %%q in (res\artwork.shr.uncompressed\*) do if not exist res\artwork.shr\%%~nxq %EXOMIZER% res\artwork.shr.uncompressed\%%~nxq@0x2000 -o res\artwork.shr\%%~nxq
|
|
for %%q in (res\title.hgr.uncompressed\*) do if not exist res\title.hgr\%%~nxq %EXOMIZER% res\title.hgr.uncompressed\%%~nxq@0x2000 -o res\title.hgr\%%~nxq
|