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 first, 32-bit part of the ReC98 build process.
|
|
|
|
|
2015-02-19 06:46:36 +00:00
|
|
|
set ReC98_ASM=tasm32 /m /mx /kh32768 /t /ilibs\master.lib\
|
2020-07-09 19:55:01 +00:00
|
|
|
set CXX32=bcc32
|
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
|
|
|
|
2020-07-08 18:52:08 +00:00
|
|
|
REM Silence incorrect warnings for Borland C++ 5.5
|
|
|
|
REM ----------------------------------------------
|
|
|
|
REM 'identifier' is assigned a value that is never used
|
|
|
|
set CXX32FLAGS=%CXX32FLAGS% -w-8004
|
|
|
|
REM Comparing signed and unsigned values
|
|
|
|
set CXX32FLAGS=%CXX32FLAGS% -w-8012
|
|
|
|
REM ----------------------------------------------
|
|
|
|
|
|
|
|
set CXX32FLAGS=%CXX32FLAGS% -O2 -v- -x-
|
|
|
|
|
2015-02-21 11:47:24 +00:00
|
|
|
del /S *.obj
|
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
|
|
|
for /L %%i in (1,1,5) do mkdir bin\th0%%i 2>NUL
|
|
|
|
|
|
|
|
%ReC98_ASM% 1>NUL 2>NUL
|
|
|
|
if errorlevel 9009 goto no_tasm32
|
|
|
|
|
2020-07-09 19:55:01 +00:00
|
|
|
%CXX32% 1>NUL 2>NUL
|
|
|
|
if errorlevel 9009 goto no_bcc32
|
|
|
|
|
2020-07-08 21:57:52 +00:00
|
|
|
set BMP2ARR=bin\Pipeline\bmp2arr.exe
|
2020-07-08 18:52:08 +00:00
|
|
|
|
|
|
|
%CXX32% %CXX32FLAGS% -nbin/Pipeline/ Pipeline\bmp2arr.c Pipeline\bmp2arrl.c
|
|
|
|
|
2020-07-08 21:57:52 +00:00
|
|
|
%BMP2ARR% -i th01/sprites/pellet.bmp -o th01/sprites/pellet.asp -sym _sPELLET -of asm -sw 8 -sh 8 -pshf inner
|
|
|
|
%BMP2ARR% -i th02/sprites/pellet.bmp -o th02/sprites/pellet.asp -sym _sPELLET -of asm -sw 8 -sh 8 -pshf outer
|
|
|
|
%BMP2ARR% -i th02/sprites/sparks.bmp -o th02/sprites/sparks.asp -sym _sSPARKS -of asm -sw 8 -sh 8 -pshf outer
|
|
|
|
%BMP2ARR% -i th02/sprites/pointnum.bmp -o th02/sprites/pointnum.asp -sym _sPOINTNUMS -of asm -sw 8 -sh 8
|
|
|
|
%BMP2ARR% -i th03/sprites/score.bmp -o th03/sprites/score.asp -sym _sSCORE_FONT -of asm -sw 8 -sh 8 -u
|
|
|
|
%BMP2ARR% -i th04/sprites/pelletbt.bmp -o th04/sprites/pelletbt.asp -sym _sPELLET_BOTTOM -of asm -sw 8 -sh 4 -pshf outer
|
|
|
|
%BMP2ARR% -i th04/sprites/pointnum.bmp -o th04/sprites/pointnum.asp -sym _sPOINTNUMS -of asm -sw 8 -sh 8 -pshf inner
|
|
|
|
%BMP2ARR% -i th05/sprites/gaiji.bmp -o th05/sprites/gaiji.asp -sym _sGAIJI -of asm -sw 16 -sh 16
|
|
|
|
%BMP2ARR% -i th05/sprites/piano_l.bmp -o th05/sprites/piano_l.asp -sym _sPIANO_LABEL_FONT -of asm -sw 8 -sh 8
|
|
|
|
|
2015-02-19 06:46:36 +00:00
|
|
|
%ReC98_ASM% th01_op.asm bin\th01\op.obj
|
|
|
|
%ReC98_ASM% th01_reiiden.asm bin\th01\reiiden.obj
|
|
|
|
%ReC98_ASM% th01_fuuin.asm bin\th01\fuuin.obj
|
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
|
|
|
|
|
|
|
%ReC98_ASM% th02_zuninit.asm bin\th02\zuninit.obj
|
|
|
|
%ReC98_ASM% th02_op.asm bin\th02\op.obj
|
|
|
|
%ReC98_ASM% th02_main.asm bin\th02\main.obj
|
|
|
|
%ReC98_ASM% th02_maine.asm bin\th02\maine.obj
|
|
|
|
|
2019-11-01 08:41:15 +00:00
|
|
|
%ReC98_ASM% /DTHIEF libs\sprite16\sprite16.asm bin\th03\zunsp.obj
|
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
|
|
|
%ReC98_ASM% th03_op.asm bin\th03\op.obj
|
|
|
|
%ReC98_ASM% th03_main.asm bin\th03\main.obj
|
|
|
|
%ReC98_ASM% th03_mainl.asm bin\th03\mainl.obj
|
|
|
|
|
|
|
|
%ReC98_ASM% th04_op.asm bin\th04\op.obj
|
|
|
|
%ReC98_ASM% th04_main.asm bin\th04\main.obj
|
|
|
|
%ReC98_ASM% th04_maine.asm bin\th04\maine.obj
|
|
|
|
|
|
|
|
%ReC98_ASM% th05_op.asm bin\th05\op.obj
|
|
|
|
%ReC98_ASM% th05_main.asm bin\th05\main.obj
|
|
|
|
%ReC98_ASM% th05_maine.asm bin\th05\maine.obj
|
|
|
|
goto eof
|
|
|
|
|
|
|
|
:no_tasm32
|
|
|
|
echo Could not find TASM32.
|
|
|
|
echo Please make sure that the BIN directory of Turbo Assembler 5.0 is in your PATH.
|
|
|
|
goto eof
|
|
|
|
|
2020-07-09 19:55:01 +00:00
|
|
|
:no_bcc32
|
|
|
|
echo Could not find BCC32.
|
|
|
|
echo Please make sure that the BIN directory of Borland C++ 5.5 is in your PATH.
|
|
|
|
goto eof
|
|
|
|
|
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
|
|
|
:eof
|
2015-02-18 11:07:37 +00:00
|
|
|
echo -------------------------------------------------------------------------------
|