# Makefile for Atari 800 Taipan, by B. Watson # Written for GNU make, but seems to work with BSD make (though # I don't test BSD make every time I change anything). # cl65 binary: CC=cl65 # System cl65 will compile for. Don't expect this to work if you change it # (though possibly atarixl might work, with newer cc65s) SYS=atari # Optimization flags for cc65. #COPT=-Oirs COPT=-O # This is used for embedding the date and git info in the game binary. # It'll appear on the title screen. VER=0.99alpha TODAY=`date +%Y%m%d` #BRANCH=`( git branch 2> /dev/null || echo ' NOGIT' )| cut -d' ' -f2` REV=`git rev-parse --short HEAD 2>/dev/null || echo UNKNOWN` #VERSION="v$(VER)-$(TODAY)-$(BRANCH)-$(REV)" VERSION="v$(VER)-$(TODAY)-$(REV)" # Memory layout. Controlled by the Makefile from now on, no longer # hardcoded addresses in various scripts. These are in hex. If any # of them are changed, you *must* run 'make clean'. # Font. FONT_ADDR=0x2000 # Title screen data will be decompressed to this address. TITLE_DATA_ADDR=0x2400 # Title display list, decompression code, and menu code. Should be # TITLE_DATA_ADDR plus 0x1744. TITLE_CODE_ADDR=0x3b44 # Main game start address. All the code in TAIMAIN_C_SRC and # TAIMAIN_ASM_SRC loads here. We get this address by looking for # 'C code can load at' message when making newtitle.xex. It's the # next byte after the end of the display list. #TAIMAIN_ADDR=0x3d00 TAIMAIN_ADDR=0x3cc7 # Size of cc65 parameter stack in bytes. STACK_SIZE=0x200 # for older cc65, we need a custom linker file. #CFLAGS=-t $(SYS) -C custom.cfg -I. -L. $(COPT) # for recent git cc65, we can reserve memory on the command line. # -D__RESERVED_MEMORY__=1056 because cc65's default end of memory # is $BC20, and we want it to end just below our font, which starts # at $B800. cc65's runtime stack starts just below this, and is # 2K in size (bottom is at 0xb000). # -D__SYSTEM_CHECK__=1 stops cl65 from prepending a bit of code that # checks to make sure there's enough memory. Older cc65 didn't do this, # and I never missed it. # The meaning of the -l flag is different between cc65-2.13.3 # and the later github cc65, so it's been removed here. #CFLAGS=-t $(SYS) -T -I. -L. -Wl -D__SYSTEM_CHECK__=1 -Wl -D__RESERVED_MEMORY__=1056 $(COPT) CFLAGS=-t $(SYS) -T -I. -L. -Wl -D__SYSTEM_CHECK__=1 -DFONT_ADDR=$(FONT_ADDR) --start-addr $(TAIMAIN_ADDR) -Wl -D__STACKSIZE__=$(STACK_SIZE) $(COPT) AS=ca65 ASFLAGS= AR=ar65 # C compiler for host system. Currently only used for building convfont. HOSTCC=gcc HOSTCFLAGS=-Wall # A few files have no make rules here. LORCHA.DAT is generated as a # side-effect of generating taifont.xex. It's a 49-byte (7x7) blob of # Atari "internal" screen codes. # LORCHA.DAT, and PORTSTAT.DAT aren't deleted by a # 'make clean'. # romfont is the 1K font extracted from the Atari 800 OS, with a # command like: # dd if=atariosb.rom of=1 bs=256 skip=8 count=4 # ...where atariosb.rom comes from e.g. the PC-Xformer 2.5 zip file. # The game binary: XEX=taipan.xex # All the C and asm sources for taimain.xex: TAIMAIN_HDRS=sounds.h TAIMAIN_C_SRC=taipan.c TAIMAIN_ASM_SRC=rand.s draw_lorcha.s timed_getch.s portstat.s clrtobot.s ultostr.s soundasm.s explosion.s # Comment these lines out to build without big number support. # This will stop being possible at some point. BIGNUM_SRC=bigfloat.s BIGNUM_HDRS=bignum.h bigfloat.h BIGNUM_CFLAGS=-DBIGNUM=BIGFLOAT # Uncomment these for experimental int48 big numbers #BIGNUM_SRC=bigint48.c #BIGNUM_HDRS=bignum.h bigint48.h #BIGNUM_CFLAGS=-DBIGNUM=BIGINT48 # Default rule for plain 'make' command is to build the binary. all: $(XEX) # I have F10 in my editor bound to 'make test', so: test: all atari800 -nobasic $(XEX) # The above is fast & easy, but from time to time it's necessary # to test slow loading, make sure the title screen stuff works OK. testatr: taipan.atr atari800 -nobasic -nopatch taipan.atr taipan.atr: all cp ~/dos_20s.atr taipan.atr cp taipan.xex AUTORUN.SYS axe -w AUTORUN.SYS taipan.atr rm -f AUTORUN.SYS # The game binary is a multi-part binary load file. This rule # depends on all the pieces, and just concatenates them. $(XEX): taimain.xex taifont.xex newtitle.xex comptitle.xex cat comptitle.xex newtitle.xex taifont.xex taimain.xex > $(XEX) perl size.pl $(TAIMAIN_ADDR) $(STACK_SIZE) # Bitmap data for the title screen, 256x184 = 47104 pixels, 8 bits # per pixel, or 5888 bytes. Displayed in ANTIC mode F (aka GR.8), # using GTIA narrow playfield. The original title screen for the Apple # is a 280x192 bitmap with a few blank lines at the top & bottom. I # squished it horizontally to 256 pixels and got rid of the blank lines, # to save load time. Note that titledata.dat is not built into # the game binary as-is: it's now used as input for creating # comptitle.xex, the compressed title screen. titledata.dat: newtitle.pl newtitle.png perl newtitle.pl > titledata.dat # compressed title, for faster loading. see titlecompression.txt # for gory details. comptitle.xex: titledata.dat titlecomp.pl comptitle.s.in perl titlecomp.pl 133 < titledata.dat cl65 -l comptitle.lst -o comptitle.xex -t none --asm-define destination=$(TITLE_DATA_ADDR) comptitle.s # Init segment that loads after the title screen data. It sets up # a custom display list and sets the GTIA for narrow playfield, # then waits for a keypress. Afterwards, it restores the OS's # display list and sets the GTIA back to normal, then exits. # Notice this is built with "-t none" instead of "-t atari", # since it's a lot easier to homebrew an init segment than it is # to get cc65 to build an init segment (would need a custom linker # script at least). newtitle.xex: newtitle.s ver.dat help.dat cl65 -l newtitle.lst -m newtitle.map -o newtitle.xex -t none --asm-define screendata=$(TITLE_DATA_ADDR) --asm-define origin=$(TITLE_CODE_ADDR) newtitle.s # Version number in Atari screen-data form ver.dat: text2screen.pl echo "$(VERSION)" | perl text2screen.pl > ver.dat # Help text for the title screen help.dat: help.txt text2screen.pl perl text2screen.pl < help.txt > help.dat #ver.dat: mkver.pl # perl mkver.pl $(VERSION) > ver.dat # The main executable. All the C and asm code goes here, except the init # segment in newtitle.s. taimain.xex: $(TAIMAIN_C_SRC) $(TAIMAIN_ASM_SRC) $(TAIMAIN_HDRS) $(BIGNUM_SRC) $(BIGNUM_HDRS) cl65 -m taipan.map $(CFLAGS) $(BIGNUM_CFLAGS) -o taimain.xex $(TAIMAIN_C_SRC) $(TAIMAIN_ASM_SRC) $(BIGNUM_SRC) #cl65 --mapfile taipan.map $(CFLAGS) -o taimain.xex taipan.c sounds.c rand.s draw_lorcha.s timed_getch.s jsleep.s portstat.s clrtobot.s # With newer cc65s, I have to do this to get an assembly listing of just # taipan.c. This rule not used as part of the main build, it's only for # debugging. taipan.lst: taipan.c cl65 -m taipan.map $(CFLAGS) -c -o /dev/null -l taipan.lst -T taipan.c # Another such rule for sounds.c: sounds.lst: sounds.c sounds.h cl65 -m sounds.map $(CFLAGS) -c -o /dev/null -l sounds.lst -T sounds.c # The font gets loaded into RAM, in the area reserved by the # -D__RESERVED_MEMORY__ option to cl65. To actually use the font, # taimain.xex contains code that sets CHBAS ($02f4). # Not mentioned in any make rule: convfont also creates LORCHA.DAT, # which draw_lorcha.s depends on (so we touch draw_lorcha.s here). taifont.xex: convfont romfont font cat romfont font | ./convfont -x > taifont.xex touch draw_lorcha.s # Not part of the game binary. This just builds the font without the # Atari 6-byte binary load header, for eyeballing it in bitmapdump.pl # or converting to other formats. taifont: convfont romfont font cat romfont font | ./convfont > taifont # PORTSTAT.DAT gets incbin'ed directly in portstat.s. It's screen-code # data for the static part of the port status screen, which ends up in # an array that the C code can memcpy() into screen RAM as needed. # This make rule actually runs atari800. For it to work, you'll need # the H: device enabled, pointed at the current directory, and set # to writable. PORTSTAT.DAT: mkportstats.xex atari800 -nobasic mkportstats.xex touch portstat.s # Host tool that builds our custom font from the data ripped out of # the Apple version, plus the Atari OS ROM. Also, all the custom # characters for the enemy ships are defined here (as hex data. Yes, # I converted them manually from eyeballing a screenshot of the Apple # combat screen). convfont: convfont.c $(HOSTCC) $(HOSTCFLAGS) -DFONT_ADDR=$(FONT_ADDR) -o convfont convfont.c # Rules for building various file types with the cc65 toolchain. .s.o: $(AS) $(ASFLAGS) -o $@ $< .c.o: $(CC) $(CFLAGS) -c -o $@ $< %.xex: %.c $(CC) --mapfile map $(CFLAGS) -o $@ $< # Obligatory clean and distclean rules. clean: rm -f *.o *.lst convfont *.xex AUTORUN.SYS taipan.atr ver.dat help.dat distclean: clean rm -f *~ core .*.swp 1.* 2.* 1 2 3 map map.* *.map a b c foo bar baz comptitle.s comptitle.dat push: sh push.sh size: clean all perl size.pl $(TAIMAIN_ADDR) $(STACK_SIZE) # Cruft. Was used for testing the enemy ship animation. lorchatest: lorchatest.c draw_lorcha.s taifont.xex cl65 -t atari -O -T -o lorchatest1.xex lorchatest.c draw_lorcha.s cat taifont.xex lorchatest1.xex > lorchatest.xex atari800 -nobasic lorchatest.xex soundtest: sounds.c cl65 -DTESTXEX -t atari -o sounds.xex sounds.c atari800 -nobasic sounds.xex # former textmode title screen, was generated by TITLE.LST. Replaced # by graphical title screen. #title.xex: TITLE.DAT # perl title.pl TITLE.DAT > title.xex # old title #$(XEX): taimain.xex taifont.xex title.xex # cat taifont.xex title.xex taimain.xex > $(XEX)