Mercurial > repos > blastem
view build_upload_win_nightly @ 1335:26e72126f9d1
Fixes to sprite phase 2 so that sprite X reads use the exact same slot as on hardware in the case that there are fewer than the max number of sprites on each line. Re-read sprite Y from SAT cache during phase 2 and properly mask the calculated row. Fixes remaining issues with spinning cube scene in Overdrive 2.
author | Michael Pavone <pavone@retrodev.com> |
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date | Thu, 27 Apr 2017 23:08:49 -0700 |
parents | f249fd91b0f5 |
children | 0d942ecf38c5 |
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#!/bin/sh name=$1 cd $HOME/blastem_win hg revert -a hg pull hg up rev=`hg summary | sed -E -n 's/^parent: [^:]+:([^ ]+) .*$/\1/p'` sed -i -E "s/(define BLASTEM_VERSION \"[^-]+)-pre\"/\1-pre-$rev\"/" blastem.c export OS=Windows ./build_release > /tmp/build_${name}_out.log result=$? if [ $result -ne 0 ]; then echo Build falied with return code $result exit $result fi . $HOME/remote.params artifact=$(tail -n 1 /tmp/build_${name}_out.log) echo "Uploaing $artifact to $REMOTE_HOST" scp -i "$REMOTE_IDENT" "$HOME/blastem_win/$artifact" $REMOTE_USER@$REMOTE_HOST:/home/$REMOTE_USER/nightlies