Notable side effects:
* Use the standard-conformant MSVC preproc
* Add test for linker script INCLUDE
* Improve wording of placement conflict errors
* Fix errors from not newline-terminated files
* Teach checkdiff about the linker script doc
* Call linker script "commands" "directives" instead
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Co-authored-by: Rangi42 <remy.oukaour+rangi42@gmail.com>
This requires a LOT of tricky code, mostly due to the format itself being,
er, not the most straightforward.
Everything is converted to existing RGBLINK concepts (sections, patches,
etc.), so the core code is essentially unchanged.
(A couple of genuine RGBLINK bugs were uncovered along the way, so some of
the core code *is* changed, notably regarding `SECTION FRAGMENT`s.)
All of this code was clean-roomed, so SDCC's GPLv2 license does not apply.
Not hooked to all RGBGFX flags yet, but good enough for most use cases
(and as a base for future development, should I need to `reset --hard`.)
TODOs marked appropriately.
Currently missing from the old version:
- `-f` ("fixing" the input image to be indexed)
- `-m` (the code for detecting mirrored tiles is missing, but all of the
"plumbing" is otherwise there)
- `-C`
- `-d`
- `-x` (though I need to check the exact functionality the old one has)
- Also the man page is still a draft and needs to be fleshed out
More planned features are not implemented yet either:
- Explicit palette spec
- Better error messages, also error "images"
- Better 8x16 support, as well as other "dedup unit" sizes
- Support for arbitrary number of palettes & colors per palette
- Other output formats (for example, a "full" palette map for "streaming"
use cases like gb-open-world)
- Quantization?
Some things may also be bugged:
- Transparency support
- Tile offsets (not exposed yet)
- Tile counts per bank (not exposed yet)
...and performance remains to be checked.
We need to set up some tests, honestly.
This should hopefully work torwards compatibility with more systems.
I've tried to make this as general as possible but some small assumptions
about the compiler are made. I've also tried to recreate the build process
as closely as possible, but I had to change some things slightly to work
with CMake (version strings, mainly).
For now, it doesn't allow in-source builds, as that could overwrite the
Makefile.
This adds:
- Support for more build systems
- Automatic dependency generation
- Performance gains (especially when using i.e. Ninja)
Defaults to Release build.