Add build batch files and some documentation about the build process
So yeah, that'll be our build environment - just plain batch files calling the
Borland command-line assembler, linker, and eventually C compiler. These are
the exact tools that ZUN used as well. There certainly are other assemblers,
compilers and linkers that could compile this code into 16-bit DOS
executables; Open Watcom is the only free one I know, and the master.lib
manual also mentions C compilers by Microsoft and Symantec. However, I favor
having one clear build path for a single toolchain that will, with the correct
command-line switches for each game, create builds that are bit-perfect to
ZUN's original ones over the possibility of cross-platform builds and the
maintenance nightmare they add.
So, Borland-only it is.
(Also, no Makefile, due to our messy build setup. I think I still prefer this
solution though, as we can have these really nice error messages that double
as build instructions without any dependencies on installed software.)
2015-02-15 22:32:32 +00:00
|
|
|
@echo off
|
|
|
|
echo Running the second, 16-bit part of the ReC98 build process.
|
|
|
|
echo If this fails or shows other weird behavior, run BUILD16B separately in DOSBox.
|
|
|
|
REM (Yes, we don't use %0%, as it actually has to be %0 on DOS. Just spelling
|
|
|
|
REM out the name saves us that trouble.)
|
|
|
|
|
2017-03-10 19:46:00 +00:00
|
|
|
tlink >NUL
|
Add build batch files and some documentation about the build process
So yeah, that'll be our build environment - just plain batch files calling the
Borland command-line assembler, linker, and eventually C compiler. These are
the exact tools that ZUN used as well. There certainly are other assemblers,
compilers and linkers that could compile this code into 16-bit DOS
executables; Open Watcom is the only free one I know, and the master.lib
manual also mentions C compilers by Microsoft and Symantec. However, I favor
having one clear build path for a single toolchain that will, with the correct
command-line switches for each game, create builds that are bit-perfect to
ZUN's original ones over the possibility of cross-platform builds and the
maintenance nightmare they add.
So, Borland-only it is.
(Also, no Makefile, due to our messy build setup. I think I still prefer this
solution though, as we can have these really nice error messages that double
as build instructions without any dependencies on installed software.)
2015-02-15 22:32:32 +00:00
|
|
|
if errorlevel 9009 goto no_tlink
|
|
|
|
if errorlevel 216 goto 64_bit
|
|
|
|
|
2017-03-10 19:46:00 +00:00
|
|
|
tcc >NUL
|
2015-02-17 12:16:08 +00:00
|
|
|
if errorlevel 9009 goto no_tcc
|
|
|
|
if errorlevel 216 goto 64_bit
|
|
|
|
|
2018-03-19 22:52:42 +00:00
|
|
|
maker
|
2015-02-21 10:23:03 +00:00
|
|
|
if errorlevel 9009 goto no_make
|
|
|
|
if errorlevel 216 goto 64_bit
|
Add build batch files and some documentation about the build process
So yeah, that'll be our build environment - just plain batch files calling the
Borland command-line assembler, linker, and eventually C compiler. These are
the exact tools that ZUN used as well. There certainly are other assemblers,
compilers and linkers that could compile this code into 16-bit DOS
executables; Open Watcom is the only free one I know, and the master.lib
manual also mentions C compilers by Microsoft and Symantec. However, I favor
having one clear build path for a single toolchain that will, with the correct
command-line switches for each game, create builds that are bit-perfect to
ZUN's original ones over the possibility of cross-platform builds and the
maintenance nightmare they add.
So, Borland-only it is.
(Also, no Makefile, due to our messy build setup. I think I still prefer this
solution though, as we can have these really nice error messages that double
as build instructions without any dependencies on installed software.)
2015-02-15 22:32:32 +00:00
|
|
|
goto eof
|
|
|
|
|
|
|
|
:64_bit
|
|
|
|
echo You're running a 64-bit OS. Run BUILD16B.BAT separately in DOSBox instead.
|
|
|
|
goto eof
|
|
|
|
|
2015-02-17 12:16:08 +00:00
|
|
|
:no_tcc
|
|
|
|
echo Could not find TCC.
|
|
|
|
goto tc4j_bin
|
Add build batch files and some documentation about the build process
So yeah, that'll be our build environment - just plain batch files calling the
Borland command-line assembler, linker, and eventually C compiler. These are
the exact tools that ZUN used as well. There certainly are other assemblers,
compilers and linkers that could compile this code into 16-bit DOS
executables; Open Watcom is the only free one I know, and the master.lib
manual also mentions C compilers by Microsoft and Symantec. However, I favor
having one clear build path for a single toolchain that will, with the correct
command-line switches for each game, create builds that are bit-perfect to
ZUN's original ones over the possibility of cross-platform builds and the
maintenance nightmare they add.
So, Borland-only it is.
(Also, no Makefile, due to our messy build setup. I think I still prefer this
solution though, as we can have these really nice error messages that double
as build instructions without any dependencies on installed software.)
2015-02-15 22:32:32 +00:00
|
|
|
:no_tlink
|
|
|
|
echo Could not find TLINK.
|
2015-02-17 12:16:08 +00:00
|
|
|
goto tc4j_bin
|
2015-02-21 10:23:03 +00:00
|
|
|
:no_make
|
2018-03-19 22:52:42 +00:00
|
|
|
echo Could not find MAKER.
|
2015-02-21 10:23:03 +00:00
|
|
|
goto tc4j_bin
|
2015-02-17 12:16:08 +00:00
|
|
|
:tc4j_bin
|
Add build batch files and some documentation about the build process
So yeah, that'll be our build environment - just plain batch files calling the
Borland command-line assembler, linker, and eventually C compiler. These are
the exact tools that ZUN used as well. There certainly are other assemblers,
compilers and linkers that could compile this code into 16-bit DOS
executables; Open Watcom is the only free one I know, and the master.lib
manual also mentions C compilers by Microsoft and Symantec. However, I favor
having one clear build path for a single toolchain that will, with the correct
command-line switches for each game, create builds that are bit-perfect to
ZUN's original ones over the possibility of cross-platform builds and the
maintenance nightmare they add.
So, Borland-only it is.
(Also, no Makefile, due to our messy build setup. I think I still prefer this
solution though, as we can have these really nice error messages that double
as build instructions without any dependencies on installed software.)
2015-02-15 22:32:32 +00:00
|
|
|
echo Please make sure that the BIN directory of Turbo C++ 4.0J is in your PATH.
|
|
|
|
goto eof
|
|
|
|
|
|
|
|
:eof
|