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build.sh
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build.sh
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#!/bin/bash
cd screens
./convert.sh
./combine.sh
cd ..
cat src/shared-macros.8o > 3dvipermaze.8o
# Put data at 3.5K border and further, but define it first so we can reference
# all the labels later
echo >> 3dvipermaze.8o
echo ":org 0x1000" >> 3dvipermaze.8o
echo >> 3dvipermaze.8o
cat data/top-down-tiles.8o >> 3dvipermaze.8o
cat data/strings.8o >> 3dvipermaze.8o
cat data/font.8o >> 3dvipermaze.8o
cat screens/screens.txt >> 3dvipermaze.8o
cat data/pre-xor.8o >> 3dvipermaze.8o
cat data/binary-tree.8o >> 3dvipermaze.8o
cat data/songs.8o >> 3dvipermaze.8o
# Put program code below 3.5K border
echo >> 3dvipermaze.8o
echo ":org 0x200" >> 3dvipermaze.8o
echo >> 3dvipermaze.8o
cat src/main.8o >> 3dvipermaze.8o
cat src/transitions.8o >> 3dvipermaze.8o
cat src/map-management.8o >> 3dvipermaze.8o
cat src/render-3d.8o >> 3dvipermaze.8o
cat src/mini-map.8o >> 3dvipermaze.8o
cat src/viper-ai.8o >> 3dvipermaze.8o
cat src/print-text.8o >> 3dvipermaze.8o
cat src/music-player.8o >> 3dvipermaze.8o
cat src/key-input.8o >> 3dvipermaze.8o
cat src/map-triggers.8o >> 3dvipermaze.8o
# Map data is an exception, because maps reference map triggers. And the game
# state references the start map. So these need to be loaded last, but reside in
# upper memory. Put it after the rest:
echo >> 3dvipermaze.8o
echo ":org 0x6000" >> 3dvipermaze.8o
echo >> 3dvipermaze.8o
cat data/maps.8o >> 3dvipermaze.8o
cat data/game-state.8o >> 3dvipermaze.8o
echo "# That's all folks!" >> 3dvipermaze.8o
# Put on the clipboard for convenient pasting into Octo
cat 3dvipermaze.8o | pbcopy