-
Notifications
You must be signed in to change notification settings - Fork 0
/
retrobuild.sh
executable file
·456 lines (382 loc) · 21.4 KB
/
retrobuild.sh
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
#!/bin/sh
currentfolder=PATHTOMYIFFOLDER/retro/
inform=PATHTOMYIFFOLDER/outils/inform-636-beta/inform
lib=,$currentfolder"puny/PunyInform-v3/lib"
a8bin=$currentfolder"Interpreters/a8.bin"
info3m=$currentfolder"Interpreters/info3m.bin"
v=-v3
main()
{
# find the radical
game=`basename $game .inf`
# name without the "-en" and "-fr" to put on all the disks
gamename="tristam"
# the filename
gamefile=$gamename".z3"
# make a new folder
diskfolder=$currentfolder""$game"/disks"
diskfolder_old=$diskfolder"_old"
rm -rf $diskfolder_old
mkdir $diskfolder_old
mv -vf $diskfolder/* $diskfolder_old
# compile the game
$inform -d2esi $v +$lib $game".inf"
#rm $gamefile
# compile a crunched version of the game
#python extra-abbrev.py $game".inf"
#$inform -d2esi $v +$lib $game"-crunch.inf"
#cp $game"-crunch.z3" $gamefile
cp $gamefile STORY.DAT
# Adding to the zblorb for lectrote
python Interpreters/blorbtool.py $game.zblorb import ZCOD $gamefile -f
cp $gamefile Interpreters/lectrote/
cp $game.zblorb Interpreters/lectrote
######## INFOCOM TERPS
# building the atari 8bit image
# (to execute it: sudo su, cd /usr/share/atari800, atari800 PATHTOMYIFFOLDER/retro/tristam-en.atr)
# TODO: fix my paths to the roms (in /home/hugo/.atari.cfg ?)
# WARNING: this outputs a disk image for 130kb ; but the terp is 7kb and my game is 128kb, so it won't fit (for a physical release). But people use a dongle to load disks and roms, nowadays, so it's still worth releasing; we might just need to make it a 230kb disk, that's all.
cat Interpreters/a8.bin $gamefile > $gamename".atr"
size=`ls -l $gamename".atr" | cut -d' ' -f5`
if [ "$size" -lt "138256" ];
then
head --bytes $((138256-$size)) /dev/zero >> $gamename".atr"
fi
# building the Apple II image
# ref: https://www.kansasfest.org/wp-content/uploads/apple_ii_inform_paper.pdf
# this sometimes doesn't work with punyinform (version M of the terp)
interlz3 $info3m $gamefile $gamename"-appleii.dsk" >/dev/null
# this always works but is a bit slower
#cat Interpreters/info3e.bin $gamefile >$gamename"-appleii.dsk"
#size=`ls -l $gamename"-appleii.dsk" | cut -d' ' -f5`
#head --bytes $((143360-$size)) /dev/zero >> $gamename"-appleii.dsk"
# building the CoCo 32 col image
# (mame coco3 -window -flop1 tristam-en-coco.dsk , then LOADM "GAME then EXEC)
# coco-newgame generated from "decb dskini newgame.dsk"
# ref: https://retrotinker.blogspot.com/2017/11/building-infocom-disk-images-for-coco.html?m=1
cp Interpreters/coco-newgame.dsk $gamename"-coco.dsk"
dd if=Interpreters/ballyhoo-coco.dsk of=$gamename"-coco.dsk" conv=notrunc bs=1 count=161280 >/dev/null
# skip the first two tracks, they have the terp
dd if=$gamefile of=$gamename"-coco.dsk" conv=notrunc bs=1 seek=9216 count=64512 >/dev/null
# track starting at 64512 is the directory, for loadm + exec
dd if=$gamefile of=$gamename"-coco.dsk" conv=notrunc bs=1 skip=64512 seek=82944 count=69120 >/dev/null
# we're fine cause the boot track (34) is at 156672, and we land at 147 or 152
# building the Dragon64 image, which uses the coco disk
# (mame dragon64 -window -flop1 tristam-dragon64.vdk -flop2 tristam-dragon64-loader.vdk then LOAD"2:ENG05V32.BIN" then EXEC&H1100)
# (the ":" is Shift+°, the key next to 0)
# Dragon64 reference: http://www.retrowiki.es/viewtopic.php?t=200033991
# create an empty Dragon disk image
touch $gamename"-dragon64.vdk"
# append Dragon DOS header to file
dd if=Interpreters/dragon64/dragondos_header of=$gamename"-dragon64.vdk" bs=1G oflag=append conv=notrunc
# append TRS CoCo disk image to file
dd if=$gamename"-coco.dsk" of=$gamename"-dragon64.vdk" bs=1G oflag=append conv=notrunc
# fill Dragon disk image with bytes for the correct file size
dd if=Interpreters/dragon64/dragon_bytefill of=$gamename"-dragon64.vdk" bs=1G oflag=append conv=notrunc
# building the CoCo 64-col image
# TODO: this has never worked
# (mame coco3 -window -flop1 tristam-en-coco.dsk , then LOADM "GAME then EXEC)
# coco-newgame generated from "decb dskini newgame.dsk"
# ref: https://thezippsterzone.com/2018/05/11/64-column-infocom-interpreter/
#cp Interpreters/coco-newgame.dsk $gamename"-coco3-64col.dsk"
#dd if=Interpreters/ballyhoo-coco3-64col.dsk of=$gamename"-coco3-64col.dsk" conv=notrunc bs=1 count=161280 >/dev/null
# skip the first two tracks, they have the terp
#dd if=$gamefile of=$gamename"-coco3-64col.dsk" conv=notrunc bs=1 seek=9216 count=64512 >/dev/null
# track starting at 64512 is the directory, for loadm + exec
#dd if=$gamefile of=$gamename"-coco3-64col.dsk" conv=notrunc bs=1 skip=64512 seek=82944 count=69120 >/dev/null
# we're fine cause the boot track (34) is at 156672, and we land at 147 or 152
# building the CPC Image - "|cpm" to run it (| = shift + [ on a qwerty)
cp Interpreters/CPC/example.dsk $gamename"-cpc.dsk"
#cp Interpreters/CPC/cpc_pcw.dsk $gamename"-cpc.dsk"
#place story on disk image (how do we suppress all the output?)
idsk $gamename"-cpc.dsk" -i Interpreters/CPC/DISC -f >/dev/null
idsk $gamename"-cpc.dsk" -i Interpreters/CPC/PAL -t 1 -c a000 -f >/dev/null
idsk $gamename"-cpc.dsk" -i Interpreters/CPC/SCREEN -t 1 -c c000 -f >/dev/null
idsk $gamename"-cpc.dsk" -i STORY.DAT -t 0 -f >/dev/null
# building the PCW image - "INTERPRE"
cp Interpreters/CPC/cpc_pcw.dsk $gamename"-pcw.dsk"
idsk $gamename"-pcw.dsk" -i STORY.DAT -t 0 >/dev/null
# to test : fuse --machine plus3 Interpreters/CPM+.dsk --no-auto-load, then when it's done loading insert disk "tristam-spectrum3.dsk" then type PLAY
cp Interpreters/Spec_Infocom.dsk $gamename"-spectrum3cpm.dsk"
idsk $gamename"-spectrum3cpm.dsk" -i STORY.DAT -t 0 >/dev/null
# MSX
# testing ./fmsx -diska PATHTOMYIFFOLDER/retro/tristam-en-msx.dsk -msx2 (or -msx1), then DIR, then TRISTAM
cp STORY.DAT Interpreters/MSX/
cp graphical/msx-retouche.sc2 Interpreters/MSX/LPIC.SC2
cd Interpreters/MSX
cp MSXTERP.DSK $gamename"-msx.dsk"
./dsktool a $gamename"-msx.dsk" LPIC.SC2 STORY.DAT
cd $currentfolder
mv Interpreters/MSX/$gamename"-msx.dsk" .
########### NON INFOCOM TERPS
# ZXZVM for spectrum +3 : it's in 64col, grey, barely legible... in 32 col the font needs to change... meh...
# stefan hates this terp and says it's super slow. Looks about the same in an emulator but I believe him
# to test : fuse --machine plus3 tristam-en-spectrum3zxzvm.dsk
cp Interpreters/Spec_ZXZVM.dsk $gamename"-spectrum3zxzvm.dsk"
idsk $gamename"-spectrum3zxzvm.dsk" -i STORY.DAT -t 0 >/dev/null
# building the Atari ST Image
#cp Interpreters/ATARIST.PRG TRIS.PRG
#zip -v tristam.zip TRIS.PRG TRIS.PRG >/dev/null
mkdir $diskfolder"/AtariST"
mkdir $diskfolder"/AtariST/contents"
cp $gamefile Interpreters/AtariST/
cp $gamefile Interpreters/AtariST/contents
cd Interpreters/AtariST
rm $gamename".st"
zip -v $gamename".zip" JZIP.TTP JZIP.TTP >/dev/null
zip -v $gamename".zip" $gamefile $gamefile >/dev/null
zip -rv $gamename".zip" AUTO/INTROTRI.PRG AUTO/INTROTRI.PRG >/dev/null
zip2st $gamename".zip" $gamename".st" >/dev/null
rm $gamename".zip"
cd $currentfolder
cp Interpreters/AtariST/$gamename".st" $diskfolder"/AtariST"
cp -R Interpreters/AtariST/contents/ $diskfolder"/AtariST"
# to test : hatari tristam-en.st, then click in the .ttp in the disk and type "tristam-en.z3"
# Ozmoo for Commodore
# C64 (with loader screen)
ruby Interpreters/ozmoo/my-make.rb -S1 -i Interpreters/ozmoo/sc.kla -c Interpreters/ozmoo/tristam_optimization.txt -rc:4=13,5=9 -dc:4:2 -sc:5 -ss1:"TRISTAM ISLAND" -ss2:"by Hugo Labrande" -ss3:"hlabrande.itch.io" -sw:6 $gamefile >/dev/null
mv c64_$gamename".d64" $gamename"-c64.d64"
ruby Interpreters/ozmoo/my-make.rb -81 -i Interpreters/ozmoo/sc.kla -c Interpreters/ozmoo/tristam_optimization.txt -rc:4=13,5=9 -dc:4:2 -sc:5 -ss1:"TRISTAM ISLAND" -ss2:"by Hugo Labrande" -ss3:"hlabrande.itch.io" -sw:6 $gamefile >/dev/null
mv c64_$gamename".d81" $gamename"-c64.d81"
# building the Mega65 Image
# run xemu-xmega65, right click attach d81 image, go64, load"*"
cp $gamefile Interpreters/ozmoo
cd Interpreters/ozmoo/
ruby my-make.rb -81 -t:mega65 -rc:4=13,5=9 -dc:4:2 -sc:5 -ss1:"TRISTAM ISLAND" -ss2:"by Hugo Labrande" -ss3:"hlabrande.itch.io" -sw:6 $gamefile >/dev/null
#ruby Interpreters/ozmoo/my-make.rb -81 -t:mega65 -rc:4=13,5=9 -dc:4:2 -sc:5 -ss1:"TRISTAM ISLAND" -ss2:"by Hugo Labrande" -ss3:"hlabrande.itch.io" -sw:6 $gamefile >/dev/null
cp mega65_$gamename".d81" ~/.local/share/xemu-lgb/mega65/TRISTAM.D81
mv mega65_$gamename".d81" ../../$gamename".d81"
cd ../..
# building the plus4 Image (with loader screen)
ruby Interpreters/ozmoo/my-make.rb -S1 -c Interpreters/ozmoo/tristam_optimization.txt -t:plus4 -rc:4=13,5=9 -dc:4:2 -sc:5 -ss1:"TRISTAM ISLAND" -ss2:"by Hugo Labrande" -ss3:"hlabrande.itch.io" -sw:6 $gamefile >/dev/null
mv plus4_$gamename".d64" $gamename"-plus4.d64"
ruby Interpreters/ozmoo/my-make.rb -81 -c Interpreters/ozmoo/tristam_optimization.txt -t:plus4 -rc:4=13,5=9 -dc:4:2 -sc:5 -ss1:"TRISTAM ISLAND" -ss2:"by Hugo Labrande" -ss3:"hlabrande.itch.io" -sw:6 $gamefile >/dev/null
mv plus4_$gamename".d81" $gamename"-plus4.d81"
# building the C128 image
ruby Interpreters/ozmoo/my-make.rb -S1 -c Interpreters/ozmoo/tristam_optimization.txt -t:c128 -rc:4=13,5=9 -dc:4:2 -sc:5 -ss1:"TRISTAM ISLAND" -ss2:"by Hugo Labrande" -ss3:"hlabrande.itch.io" -sw:6 $gamefile >/dev/null
mv c128_$gamename".d64" $gamename"-c128.d64"
ruby Interpreters/ozmoo/my-make.rb -81 -c Interpreters/ozmoo/tristam_optimization.txt -t:c128 -rc:4=13,5=9 -dc:4:2 -sc:5 -ss1:"TRISTAM ISLAND" -ss2:"by Hugo Labrande" -ss3:"hlabrande.itch.io" -sw:6 $gamefile >/dev/null
mv c128_$gamename".d81" $gamename"-c128.d81"
# building the Commodore PET & VIC-20
# to start: LOAD"$",8,1, then LIST, then LOAD"tristam-pet",8,1
c1541 -format $gamename",if" D64 $gamename"-pet-vic20.d64" 8 >/dev/null
# F1-F4 + Shift+F2 to change colors, it's written in config.seq (that you can extract with droid64)
# add ram expansions: dans vice, "paramètres > paramètres du modèle > expansions de mémoire > config communes > full"
c1541 -attach $gamename"-pet-vic20.d64" -write Interpreters/z3-vic $gamename"-vic" >/dev/null
c1541 -attach $gamename"-pet-vic20.d64" -write Interpreters/z3-pet $gamename"-pet" >/dev/null
c1541 -attach $gamename"-pet-vic20.d64" -write $gamefile "z3 story,s" >/dev/null
c1541 -attach $gamename"-pet-vic20.d64" -write Interpreters/config.seq "config,s" >/dev/null
# building the TI-99/4A image
# note: I have a specially-crafted file that was made for me with TRIS1 and TRIS2
# for other/future games: change the names of the files & the names in the terps (80TRIS-I, TRIS-I), and the menu in LOAD
# to test: ~/Documents/ooey-gui/ooeygui, config "tristam-config.xml"
# note: the game requires a supercart if the high memory mark is at > 22528 ; you test that by looking at the two-byte value starting at byte 4 of the story file
# note: one day, we'll have an updated interpreter from InsaneMultitasker with accented support and native z3 support! woop!
cp $gamefile Interpreters/TI994A/tris.z3
#cp $gamefile Interpreters/TI994A/tris.z3
# for the loader screen - use Convert9918 to take a PNG and save in RAW FILE (6144 bytes per file), no headers, then concatenate
#cat TRISBIN.TIAP TRISBIN.TIAC >TRISBIN
cp graphical/ti99-retouche.bin Interpreters/TI994A/TRISBIN
cd Interpreters/TI994A
python3 testSupercart.py
python3 z3toTI994A.py
cp TRISTAM.dsk $gamename"-ti994a.dsk"
./tidisk --add=TRIS1 $gamename"-ti994a.dsk" >/dev/null
./tidisk --add=TRIS2 $gamename"-ti994a.dsk" >/dev/null
# this command has never worked, and messed up the disk in fact :
# ./tidisk --add=TRISBIN $game"-ti994a.dsk" >/dev/null
cd $currentfolder
mv Interpreters/TI994A/$gamename"-ti994a.dsk" .
# building the DOS package
#cp graphical/LoaderScreens/AtariST-E.png Interpreters/DOS/
cp -r Interpreters/DOS/ $diskfolder
cp STORY.DAT $diskfolder"/DOS/STORY.DAT"
# building the Ozmoo for Acorn disk
cp $gamefile Interpreters/OzmooBeeb/$gamefile
#cp $gamefile Interpreters/OzmooBeeb
cd Interpreters/OzmooBeeb
#python convert.py # generate the cover image
# this is to make a disk with all the interpreters on it; but your game can't be more than 124k if you include a screen loader
# unless steve has updated his interpreter to compress the image and save that space
python make-acorn.py --splash-image output.bbc --splash-mode 2 --title "TRISTAM ISLAND" --subtitle "A game by Hugo Labrande." --default-fg-colour 7 --default-bg-colour 0 --default-mode-7-status-colour 6 $gamefile
cd $currentfolder
cp Interpreters/OzmooBeeb/$gamename.ssd .
# building the SAM Coupé image
# (emulator: SimCoupé)
cp $gamefile story.dat
cp Interpreters/SAM_image.cpm .
mv SAM_image.cpm $gamename"-samcoupe.cpm"
cpmcp -f prodos $gamename"-samcoupe.cpm" story.dat 0:story.dat
cpmls -f prodos $gamename"-samcoupe.cpm"
rm story.dat
# building the Amiga image
cp $gamefile Story.Data
#copy Amiga disk image template
cp Interpreters/Amiga/tristam.adf $gamename".adf"
#cp Interpreters/Amiga/amiga_ZIP_no_screen.adf tristam.adf
#add file to Amiga disk image
#xdftool tristam.adf write Story.Data
# to find that path: python, then import amitools, then amitools.__file__
python3 ~/.local/lib/python3.6/site-packages/amitools/tools/xdftool.py $gamename".adf" delete Story.Data
python3 ~/.local/lib/python3.6/site-packages/amitools/tools/xdftool.py $gamename".adf" write Story.Data
#cp Interpreters/Amiga/splash.iff .
#python3 ~/.local/lib/python3.6/site-packages/amitools/tools/xdftool.py tristam.adf delete splash.iff
#python3 ~/.local/lib/python3.6/site-packages/amitools/tools/xdftool.py tristam.adf write splash.iff
# to test : fs-uae tristam.adf
rm Story.Data
# putting a copy in the right folder for browser play
# we're gonna use Encrusted by Sterling De Mille (TODO: never worked)
#$inform -d2esi +$lib tristam.inf
#python game2js.py tristam.z5 >browser-play/interpreter/tristam.z5.js
# Building a Dreamcast image
# NOTE: if you chose a theme and you don't like it, it was saved in the VMU, so you can just clear it there
#cp $gamefile PATHTOMYIFFOLDER/retro/Interpreters/frotzdc-0.5/frotz
#cd PATHTOMYIFFOLDER/retro/Interpreters/frotzdc-0.5
cp $gamefile $currentfolder"Interpreters/frotzdc-1.1/"$game
cd $currentfolder"Interpreters/frotzdc-1.1/"$game
# Creating a .iso image from a directory
# Make sure you have a working IP.BIN in your current directory. Or change IP.BIN path to wherever you like.
# Useful option for mkisofs is *-m* which allow to exclude files from the iso image (useful to remove .git, or some other folder)
mkisofs -C 0,11702 -V "TristamIsland" -G IP.BIN -r -J -l -o $gamename".iso" . >/dev/null
# Transform your .iso into a .cdi
PATHTOMYIFFOLDER/retro/Interpreters/cdi4dc $gamename".iso" $gamename".cdi" >/dev/null
# cleanup
rm $gamename".iso"
cd $currentfolder
mv Interpreters/frotzdc-1.1/$game"/"$gamename".cdi" .
# Building a Gameboy image
cp $game".z3" $currentfolder"Interpreters/infgmb/STORY.DAT"
# Run this to concatenate and stll get the right headers and filesize
cd $currentfolder"Interpreters/infgmb"
wine INFGMB.COM STORY.DAT >/dev/null
cd $currentfolder
# VisualBoyAdvance only recognizes .GB files
cp $currentfolder"Interpreters/infgmb/STORY.GMB" $gamename".gb"
# Building a GBA image
cp $gamefile Interpreters/GBAFrotz/$gamename".zcode"
cd $currentfolder"Interpreters/GBAFrotz"
cp frotz.bin game.bin
wine addfiles game.bin keyb.dat my-font.font fixed.font gfx5.font fixed4.font fixed6.font screenfox.font $gamename".zcode" tristam.cfg >/dev/null
cd $currentfolder
mv Interpreters/GBAFrotz/game.bin $gamename".gba"
# Building a PSP image
cp $gamefile Interpreters/psp/frotzpsp/story.file
# Building a NDS image
cp -R Interpreters/glkpogo-nds/ $diskfolder
cp $gamefile $diskfolder"/glkpogo-nds/DATA/game.dat"
cp -R Interpreters/DSFrotz/ $diskfolder
cp $gamefile $diskfolder"/DSFrotz/data/DSFrotz/Tristam\ Island"
# TI-84+CE - ZEMU by Nicholas Hunter Mosier
# current version: 6-sep
cp $gamefile Interpreters/TI84/vars/$gamefile
cp Interpreters/TI84/z3tozemu.py Interpreters/TI84/vars
cd Interpreters/TI84/vars
python3 z3tozemu.py
rm z3tozemu.py
rm $gamefile
cd $currentfolder
mkdir $diskfolder"/TI84"
cp Interpreters/TI84/zemu.8xp $diskfolder"/TI84"
cp -R Interpreters/TI84/vars/ $diskfolder"/TI84"
# Oric - Pinforic
# open Oricutron, right click load pinforic.dsk in the disc 0, LOAD"INFOCOM.COM" (software keyboard)
# then put the dsk in the disc 0 again and hit a key
mkdosfs -C $gamename"-oric.dsk" 360
cp STORY.DAT TRISTAM.DAT
mcopy -i $gamename"-oric.dsk" TRISTAM.DAT ::TRISTAM.DAT
rm TRISTAM.DAT # TODO keep it?
Interpreters/Oric/raw2mfm-old $gamename"-oric.dsk"
# Oric - Pinforic with magic boot
# works in Euphoric but not in Oricutron
# wine euphoric.exe -a t.dsk
# (careful, it's DOS, so the file name should be short)
cp $gamefile Interpreters/Oric/TRISTAM.DAT
cd Interpreters/Oric
rm $gamename"-oric.dsk"
mkdosfs -C $gamename"-oric.dsk" 720
mcopy -i $gamename"-oric.dsk" PINFO20 ::PINFO20
mcopy -i $gamename"-oric.dsk" TRISTAM.DAT ::TRISTAM.DAT
dd if=$gamename"-oric.dsk" of=end bs=512 skip=1
cat MAGICBT2.BIN end >$gamename"_mfm.dsk"
./raw2mfm $gamename"_mfm.dsk"
cd $currentfolder
cp Interpreters/Oric/$gamename"_mfm.dsk" $gamename"-oric-auto.dsk"
# Macintosh - MaxZIP by Andrew Plotkin
# emulator is vmac, open system75.dsk to boot, drag the disk on the emulator, start MaxZIP, file open zcode file, filter=all
cp Interpreters/Macintosh/$gamename"-mac.dsk" .
hmount $gamename"-mac.dsk"
hcopy $gamefile :
hls
humount
# move everyone to the right folder
cd $currentfolder
mv STORY.DAT $diskfolder
mv $gamename".adf" $diskfolder
mv $gamename".atr" $diskfolder
mv $gamename".cdi" $diskfolder
mv $gamename".gb" $diskfolder
mv $gamename".gba" $diskfolder
mv $gamename".ssd" $diskfolder
#mv $gamename".st" $diskfolder already done
mv $gamename"-appleii.dsk" $diskfolder
mv $gamename"-c64.d64" $diskfolder
mv $gamename"-c64.d81" $diskfolder
mv $gamename"-c128.d64" $diskfolder
mv $gamename"-c128.d81" $diskfolder
mv $gamename"-plus4.d81" $diskfolder
mv $gamename"-plus4.d64" $diskfolder
mv $gamename".d81" $diskfolder
mv $gamename"-mac.dsk" $diskfolder
mv $gamename"-msx.dsk" $diskfolder
mv $gamename"-oric.dsk" $diskfolder
mv $gamename"-oric-auto.dsk" $diskfolder
mv $gamename"-pcw.dsk" $diskfolder
#mv $gamename"-coco3-64col.dsk" $diskfolder
mv $gamename"-pet-vic20.d64" $diskfolder
mv $gamename"-coco.dsk" $diskfolder
mv $gamename"-dragon64.vdk" $diskfolder
cp Interpreters/dragon64/dragon64_loader.vdk $diskfolder"/tristam-dragon64-loader.vdk"
mv $gamename"-cpc.dsk" $diskfolder
mv $gamename"-spectrum3cpm.dsk" $diskfolder
mv $gamename"-spectrum3zxzvm.dsk" $diskfolder
mv $gamename"-ti994a.dsk" $diskfolder
mv $gamename"-samcoupe.cpm" $diskfolder
cp Interpreters/Pro-DOS-v2.dsk $diskfolder"/tristam-samcoupe-prodosv2.dsk"
mv $gamefile $diskfolder
cp $game".z5" $diskfolder
cp $game"-crunch.z3" $diskfolder
cp $game"-gameboy.z3" $diskfolder
cp $game".zblorb" $diskfolder
exit 0
}
usage()
{
echo "Usage: i6 game.inf"
echo " i6 [-5] game.inf"
echo ""
echo " -5 : create v5 release"
echo ""
echo "By default i6 creates Z-code v3 releases."
exit 0
}
# Start of script
if [ ! -z `echo $1 | grep '.inf'` ]; then
game=$1
main
elif [ -z "$1" ]; then
usage
fi
while getopts 5:h opts
do
case $opts in
5) game=$2
v=-v5
a8bin=""
main
;;
h) usage
;;
*) usage
;;
esac
done