DOSBox-X seems to have some problems with it, or maybe that's just me
having configured something wrong. In any case, it's not like we need
that extra memory, so removing the need for the DPMI driver removes
one more potential source of problems.
Oh, and it has always been part of the devkit. :P
Well, that became unbearable pretty quickly. Not sure whether I'm doing all
this Makefile business right, but this looks pretty nice.
It doesn't really help much at this point though because the 32-bit part is
still entirely separate and forces everything to rebuild all the time, but at
least it aborts on C compiler errors.
This took long enough, so we're not covering the COM files right now. Like, I
can't even tell how you're supposed to work around the forced word alignment
for the _TEXT segment. Guess we'll just have to decompile all of these in one
go, just like we did with ZUNSOFT.COM.
Also, it really seems as if we're merely trading one ugly workaround for
another in our quest for identical binaries.
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.)