precompute gSearchStore

This commit is contained in:
4am 2021-10-23 00:53:23 -04:00
parent 37c37b588b
commit 76242f8086
13 changed files with 408 additions and 357 deletions

460
Makefile
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@ -1,224 +1,236 @@
#
# 4cade Makefile
# assembles source code, optionally builds a disk image and mounts it
# note: Windows users should probably use winmake.bat instead
#
# original by Quinn Dunki on 2014-08-15
# One Girl, One Laptop Productions
# http://www.quinndunki.com/blondihacks
#
# adapted by 4am on 2018-08-19
#
DISK=4cade.hdv
VOLUME=TOTAL.REPLAY
# third-party tools required to build
# https://sourceforge.net/projects/acme-crossass/
# version 0.96.3 or later
ACME=acme
# https://github.com/mach-kernel/cadius
# version 1.4.0 or later
CADIUS=cadius
# https://bitbucket.org/magli143/exomizer/wiki/Home
# version 3.1.0 or later
EXOMIZER=exomizer mem -q -P23 -lnone
dsk: asm
cp res/blank.hdv build/"$(DISK)" >>build/log
cp res/_FileInformation.txt build/ >>build/log
$(CADIUS) ADDFILE build/"$(DISK)" "/$(VOLUME)/" build/LAUNCHER.SYSTEM >>build/log
cp res/PREFS.CONF build/PREFS.CONF >>build/log
bin/padto.sh 512 build/PREFS.CONF >>build/log
#
# precompute binary data structure for mega-attract mode configuration file
#
bin/buildokvs.sh res/ATTRACT.CONF build/ATTRACT.IDX >>build/log
#
# precompute binary data structure and substitute special characters
# in game help and other all-text pages
#
bin/converthelp.sh res/HELPTEXT build/HELPTEXT >>build/log
bin/converthelp.sh res/CREDITS build/CREDITS >>build/log
for f in res/GAMEHELP/*; do \
bin/converthelp.sh "$$f" build/GAMEHELP/"$$(basename $$f)" >>build/log; \
done
#
# create distribution version of GAMES.CONF without comments or blank lines
#
awk '!/^$$|^#/' < res/GAMES.CONF > build/GAMES.CONF
#
# create a sorted list of game filenames, without metadata or display names
#
awk -F, '/,/ { print $$2 }' < build/GAMES.CONF | awk -F= '{ print $$1 }' | sort > build/GAMES.SORTED
#
# precompute indexed files for prelaunch
# note: prelaunch must be first in TOTAL.DATA due to a hack in LoadStandardPrelaunch
# note 2: these can not be padded because they are loaded at $0106 and padding would clobber the stack
#
bin/buildindexedfile.sh build/GAMES.SORTED build/PRELAUNCH.IDX build/TOTAL.DATA build/PRELAUNCH.INDEXED >>build/log
#
# precompute indexed files for game help
#
bin/buildindexedfile.sh -p -a build/GAMES.SORTED build/GAMEHELP.IDX build/TOTAL.DATA build/GAMEHELP >>build/log
#
# precompute indexed files for slideshows
#
(for f in res/SS/*; do \
bin/buildokvs.sh "$$f" "build/SS/$$(basename $$f)"; \
echo "$$(basename $$f)"; \
done) > build/SSDIR
bin/buildindexedfile.sh -p -a build/SSDIR build/SLIDESHOW.IDX build/TOTAL.DATA build/SS >>build/log
(for f in res/ATTRACT/*; do \
bin/buildokvs.sh "$$f" "build/ATTRACT/$$(basename $$f)"; \
echo "$$(basename $$f)"; \
done) > build/ATTRACTDIR
bin/buildindexedfile.sh -p -a build/ATTRACTDIR build/MINIATTRACT.IDX build/TOTAL.DATA build/ATTRACT >>build/log
#
# precompute indexed files for graphic effects
#
bin/buildindexedfile.sh -p -a res/FX.CONF build/FX.IDX build/TOTAL.DATA build/FX.INDEXED >>build/log
bin/buildindexedfile.sh -p -a res/DFX.CONF build/DFX.IDX build/TOTAL.DATA build/FX.INDEXED >>build/log
#
# precompute indexed files for HGR action screenshots
# note: these can not be padded because they are compressed and the decompressor needs the exact size
#
(for f in res/ACTION.HGR/[ABCD]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR0
(for f in res/ACTION.HGR/[EFGH]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR1
(for f in res/ACTION.HGR/[IJKL]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR2
(for f in res/ACTION.HGR/[MNOP]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR3
(for f in res/ACTION.HGR/[QRST]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR4
(for f in res/ACTION.HGR/[UVWX]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR5
(for f in res/ACTION.HGR/[YZ]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR6
bin/buildindexedfile.sh -a build/ACTIONHGR0 build/HGR0.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
bin/buildindexedfile.sh -a build/ACTIONHGR1 build/HGR1.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
bin/buildindexedfile.sh -a build/ACTIONHGR2 build/HGR2.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
bin/buildindexedfile.sh -a build/ACTIONHGR3 build/HGR3.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
bin/buildindexedfile.sh -a build/ACTIONHGR4 build/HGR4.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
bin/buildindexedfile.sh -a build/ACTIONHGR5 build/HGR5.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
bin/buildindexedfile.sh -a build/ACTIONHGR6 build/HGR6.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
#
# precompute indexed files for SHR artwork
# note: these can not be padded because they are compressed and the decompressor needs the exact size
#
(for f in res/ARTWORK.SHR/*; do \
echo "$$(basename $$f)"; \
done) > build/ARTWORKDIR
bin/buildindexedfile.sh -a build/ARTWORKDIR build/ARTWORK.IDX build/TOTAL.DATA res/ARTWORK.SHR >>build/log
#
# create _FileInformation.txt files for subdirectories
#
bin/buildfileinfo.sh res/TITLE.HGR "06" "4000" >>build/log
bin/buildfileinfo.sh res/TITLE.DHGR "06" "4000" >>build/log
bin/buildfileinfo.sh res/ACTION.DHGR "06" "3FF8" >>build/log
bin/buildfileinfo.sh res/ACTION.GR "06" "6000" >>build/log
bin/buildfileinfo.sh res/ICONS "CA" "0000" >>build/log
bin/buildfileinfo.sh build/FX "06" "6000" >>build/log
bin/buildfileinfo.sh build/PRELAUNCH "06" "0106" >>build/log
#
# add everything to the disk
#
for f in \
build/TOTAL.DATA \
res/TITLE \
res/COVER \
res/HELP \
build/GAMES.CONF \
build/PREFS.CONF \
build/CREDITS \
build/HELPTEXT \
build/ATTRACT.IDX \
build/FX.IDX \
build/DFX.IDX \
build/GAMEHELP.IDX \
build/SLIDESHOW.IDX \
build/MINIATTRACT.IDX \
build/PRELAUNCH.IDX \
build/ARTWORK.IDX \
build/HGR0.IDX \
build/HGR1.IDX \
build/HGR2.IDX \
build/HGR3.IDX \
build/HGR4.IDX \
build/HGR5.IDX \
build/HGR6.IDX \
res/DECRUNCH \
res/JOYSTICK \
res/Finder.Data \
res/Finder.Root; do \
$(CADIUS) ADDFILE build/"$(DISK)" "/$(VOLUME)/" "$$f" >>build/log; \
done
for f in \
res/TITLE.HGR \
res/TITLE.DHGR \
res/ACTION.DHGR \
res/ACTION.GR \
res/DEMO \
res/TITLE.ANIMATED \
res/ICONS \
build/FX \
build/PRELAUNCH; do \
rm -f "$$f"/.DS_Store; \
$(CADIUS) ADDFOLDER build/"$(DISK)" "/$(VOLUME)/$$(basename $$f)" "$$f" >>build/log; \
done
for i in 1 2 3 4 5 6; do \
$(CADIUS) RENAMEFILE build/"$(DISK)" "/$(VOLUME)/DEMO/SPCARTOON.$${i}$${i}" "SPCARTOON.$${i}." >>build/log; \
done
for f in res/dsk/*.po; do \
$(CADIUS) EXTRACTVOLUME "$${f}" build/X/ >>build/log; \
done
rm -f build/X/**/.DS_Store build/X/**/PRODOS* build/X/**/LOADER.SYSTEM*
$(CADIUS) CREATEFOLDER build/"$(DISK)" "/$(VOLUME)/X/" >>build/log
for f in build/X/*; do \
$(CADIUS) ADDFOLDER build/"$(DISK)" "/$(VOLUME)/X/$$(basename $$f)" "$$f" >>build/log; \
done
bin/changebootloader.sh build/"$(DISK)" build/proboothd
asm: asmlauncher asmfx asmprelaunch asmproboot
asmlauncher: md
$(ACME) -DBUILDNUMBER=`git rev-list --count HEAD` src/4cade.a 2>build/relbase.log
$(ACME) -r build/4cade.lst -DBUILDNUMBER=`git rev-list --count HEAD` -DRELBASE=`cat build/relbase.log | grep "RELBASE =" | cut -d"=" -f2 | cut -d"(" -f2 | cut -d")" -f1` src/4cade.a
asmfx: md
for f in src/fx/*.a; do \
grep "^\!to" $${f} >/dev/null && $(ACME) $${f} >> build/log || true; \
done
asmprelaunch: md
for f in src/prelaunch/*.a; do \
grep "^\!to" $${f} >/dev/null && $(ACME) $${f} >> build/log; \
done
asmproboot: md
$(ACME) -r build/proboothd.lst src/proboothd/proboothd.a >> build/log
#
# |compress| and |attract| must be called separately because they are slow.
# They create files in the repository which can then be checked in.
#
compress: md
for f in res/ACTION.HGR.UNCOMPRESSED/*; do o=res/ACTION.HGR/$$(basename $$f); [ -f "$$o" ] || ${EXOMIZER} "$$f"@0x4000 -o "$$o" >>build/log; done
for f in res/ACTION.DHGR.UNCOMPRESSED/*; do o=res/ACTION.DHGR/$$(basename $$f); [ -f "$$o" ] || ${EXOMIZER} "$$f"@0x4000 -o "$$o" >>build/log; done
for f in res/ARTWORK.SHR.UNCOMPRESSED/*; do o=res/ARTWORK.SHR/$$(basename $$f); [ -f "$$o" ] || ${EXOMIZER} "$$f"@0x2000 -o "$$o" >>build/log; done
attract: compress
bin/check-attract-mode.sh
bin/generate-mini-attract-mode.sh
mount: dsk
osascript bin/V2Make.scpt "`pwd`" bin/4cade.vii build/"$(DISK)"
md:
mkdir -p build/X build/FX.INDEXED build/FX build/PRELAUNCH.INDEXED build/PRELAUNCH build/ATTRACT build/SS build/GAMEHELP
touch build/log
clean:
rm -rf build/ || rm -rf build
all: clean dsk mount
al: all
#
# 4cade Makefile
# assembles source code, optionally builds a disk image and mounts it
# note: Windows users should probably use winmake.bat instead
#
# original by Quinn Dunki on 2014-08-15
# One Girl, One Laptop Productions
# http://www.quinndunki.com/blondihacks
#
# adapted by 4am on 2018-08-19
#
DISK=4cade.hdv
VOLUME=TOTAL.REPLAY
# third-party tools required to build
# https://sourceforge.net/projects/acme-crossass/
# version 0.96.3 or later
ACME=acme
# https://github.com/mach-kernel/cadius
# version 1.4.0 or later
CADIUS=cadius
# https://bitbucket.org/magli143/exomizer/wiki/Home
# version 3.1.0 or later
EXOMIZER=exomizer mem -q -P23 -lnone
dsk: asm
cp res/blank.hdv build/"$(DISK)" >>build/log
cp res/_FileInformation.txt build/ >>build/log
$(CADIUS) ADDFILE build/"$(DISK)" "/$(VOLUME)/" build/LAUNCHER.SYSTEM >>build/log
cp res/PREFS.CONF build/PREFS.CONF >>build/log
bin/padto.sh 512 build/PREFS.CONF >>build/log
#
# precompute binary data structure for mega-attract mode configuration file
#
bin/buildokvs.sh build/ATTRACT.IDX < res/ATTRACT.CONF >>build/log
#
# precompute binary data structure and substitute special characters
# in game help and other all-text pages
#
bin/converthelp.sh res/HELPTEXT build/HELPTEXT >>build/log
bin/converthelp.sh res/CREDITS build/CREDITS >>build/log
for f in res/GAMEHELP/*; do \
bin/converthelp.sh "$$f" build/GAMEHELP/"$$(basename $$f)" >>build/log; \
done
#
# create distribution version of GAMES.CONF without comments or blank lines
#
awk '!/^$$|^#/' < res/GAMES.CONF > build/GAMES.CONF
#
# create a sorted list of game filenames, without metadata or display names
#
awk -F, '/,/ { print $$2 }' < build/GAMES.CONF | awk -F= '{ print $$1 }' | sort > build/GAMES.SORTED
#
# create search indexes
#
bin/builddisplaynames.py < res/GAMES.CONF > build/DISPLAY.CONF
grep "^00" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh build/SEARCH00.IDX
grep "^0" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh build/SEARCH01.IDX
grep "^.0" < build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh build/SEARCH10.IDX
cat build/DISPLAY.CONF | cut -d"," -f2 | bin/buildokvs.sh build/SEARCH11.IDX
#
# precompute indexed files for prelaunch
# note: prelaunch must be first in TOTAL.DATA due to a hack in LoadStandardPrelaunch
# note 2: these can not be padded because they are loaded at $0106 and padding would clobber the stack
#
bin/buildindexedfile.sh build/GAMES.SORTED build/PRELAUNCH.IDX build/TOTAL.DATA build/PRELAUNCH.INDEXED >>build/log
#
# precompute indexed files for game help
#
bin/buildindexedfile.sh -p -a build/GAMES.SORTED build/GAMEHELP.IDX build/TOTAL.DATA build/GAMEHELP >>build/log
#
# precompute indexed files for slideshows
#
(for f in res/SS/*; do \
bin/buildokvs.sh "build/SS/$$(basename $$f)" < "$$f"; \
echo "$$(basename $$f)"; \
done) > build/SSDIR
bin/buildindexedfile.sh -p -a build/SSDIR build/SLIDESHOW.IDX build/TOTAL.DATA build/SS >>build/log
(for f in res/ATTRACT/*; do \
bin/buildokvs.sh "build/ATTRACT/$$(basename $$f)" < "$$f"; \
echo "$$(basename $$f)"; \
done) > build/ATTRACTDIR
bin/buildindexedfile.sh -p -a build/ATTRACTDIR build/MINIATTRACT.IDX build/TOTAL.DATA build/ATTRACT >>build/log
#
# precompute indexed files for graphic effects
#
bin/buildindexedfile.sh -p -a res/FX.CONF build/FX.IDX build/TOTAL.DATA build/FX.INDEXED >>build/log
bin/buildindexedfile.sh -p -a res/DFX.CONF build/DFX.IDX build/TOTAL.DATA build/FX.INDEXED >>build/log
#
# precompute indexed files for HGR action screenshots
# note: these can not be padded because they are compressed and the decompressor needs the exact size
#
(for f in res/ACTION.HGR/[ABCD]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR0
(for f in res/ACTION.HGR/[EFGH]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR1
(for f in res/ACTION.HGR/[IJKL]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR2
(for f in res/ACTION.HGR/[MNOP]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR3
(for f in res/ACTION.HGR/[QRST]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR4
(for f in res/ACTION.HGR/[UVWX]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR5
(for f in res/ACTION.HGR/[YZ]*; do echo "$$(basename $$f)"; done) > build/ACTIONHGR6
bin/buildindexedfile.sh -a build/ACTIONHGR0 build/HGR0.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
bin/buildindexedfile.sh -a build/ACTIONHGR1 build/HGR1.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
bin/buildindexedfile.sh -a build/ACTIONHGR2 build/HGR2.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
bin/buildindexedfile.sh -a build/ACTIONHGR3 build/HGR3.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
bin/buildindexedfile.sh -a build/ACTIONHGR4 build/HGR4.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
bin/buildindexedfile.sh -a build/ACTIONHGR5 build/HGR5.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
bin/buildindexedfile.sh -a build/ACTIONHGR6 build/HGR6.IDX build/TOTAL.DATA res/ACTION.HGR >>build/log
#
# precompute indexed files for SHR artwork
# note: these can not be padded because they are compressed and the decompressor needs the exact size
#
(for f in res/ARTWORK.SHR/*; do \
echo "$$(basename $$f)"; \
done) > build/ARTWORKDIR
bin/buildindexedfile.sh -a build/ARTWORKDIR build/ARTWORK.IDX build/TOTAL.DATA res/ARTWORK.SHR >>build/log
#
# create _FileInformation.txt files for subdirectories
#
bin/buildfileinfo.sh res/TITLE.HGR "06" "4000" >>build/log
bin/buildfileinfo.sh res/TITLE.DHGR "06" "4000" >>build/log
bin/buildfileinfo.sh res/ACTION.DHGR "06" "3FF8" >>build/log
bin/buildfileinfo.sh res/ACTION.GR "06" "6000" >>build/log
bin/buildfileinfo.sh res/ICONS "CA" "0000" >>build/log
bin/buildfileinfo.sh build/FX "06" "6000" >>build/log
bin/buildfileinfo.sh build/PRELAUNCH "06" "0106" >>build/log
#
# add everything to the disk
#
for f in \
build/TOTAL.DATA \
res/TITLE \
res/COVER \
res/HELP \
build/GAMES.CONF \
build/PREFS.CONF \
build/CREDITS \
build/HELPTEXT \
build/ATTRACT.IDX \
build/SEARCH00.IDX \
build/SEARCH01.IDX \
build/SEARCH10.IDX \
build/SEARCH11.IDX \
build/FX.IDX \
build/DFX.IDX \
build/GAMEHELP.IDX \
build/SLIDESHOW.IDX \
build/MINIATTRACT.IDX \
build/PRELAUNCH.IDX \
build/ARTWORK.IDX \
build/HGR0.IDX \
build/HGR1.IDX \
build/HGR2.IDX \
build/HGR3.IDX \
build/HGR4.IDX \
build/HGR5.IDX \
build/HGR6.IDX \
res/DECRUNCH \
res/JOYSTICK \
res/Finder.Data \
res/Finder.Root; do \
$(CADIUS) ADDFILE build/"$(DISK)" "/$(VOLUME)/" "$$f" >>build/log; \
done
for f in \
res/TITLE.HGR \
res/TITLE.DHGR \
res/ACTION.DHGR \
res/ACTION.GR \
res/DEMO \
res/TITLE.ANIMATED \
res/ICONS \
build/FX \
build/PRELAUNCH; do \
rm -f "$$f"/.DS_Store; \
$(CADIUS) ADDFOLDER build/"$(DISK)" "/$(VOLUME)/$$(basename $$f)" "$$f" >>build/log; \
done
for i in 1 2 3 4 5 6; do \
$(CADIUS) RENAMEFILE build/"$(DISK)" "/$(VOLUME)/DEMO/SPCARTOON.$${i}$${i}" "SPCARTOON.$${i}." >>build/log; \
done
for f in res/dsk/*.po; do \
$(CADIUS) EXTRACTVOLUME "$${f}" build/X/ >>build/log; \
done
rm -f build/X/**/.DS_Store build/X/**/PRODOS* build/X/**/LOADER.SYSTEM*
$(CADIUS) CREATEFOLDER build/"$(DISK)" "/$(VOLUME)/X/" >>build/log
for f in build/X/*; do \
$(CADIUS) ADDFOLDER build/"$(DISK)" "/$(VOLUME)/X/$$(basename $$f)" "$$f" >>build/log; \
done
bin/changebootloader.sh build/"$(DISK)" build/proboothd
asm: asmlauncher asmfx asmprelaunch asmproboot
asmlauncher: md
$(ACME) -DBUILDNUMBER=`git rev-list --count HEAD` src/4cade.a 2>build/relbase.log
$(ACME) -r build/4cade.lst -DBUILDNUMBER=`git rev-list --count HEAD` -DRELBASE=`cat build/relbase.log | grep "RELBASE =" | cut -d"=" -f2 | cut -d"(" -f2 | cut -d")" -f1` src/4cade.a
asmfx: md
for f in src/fx/*.a; do \
grep "^\!to" $${f} >/dev/null && $(ACME) $${f} >> build/log || true; \
done
asmprelaunch: md
for f in src/prelaunch/*.a; do \
grep "^\!to" $${f} >/dev/null && $(ACME) $${f} >> build/log; \
done
asmproboot: md
$(ACME) -r build/proboothd.lst src/proboothd/proboothd.a >> build/log
#
# |compress| and |attract| must be called separately because they are slow.
# They create files in the repository which can then be checked in.
#
compress: md
for f in res/ACTION.HGR.UNCOMPRESSED/*; do o=res/ACTION.HGR/$$(basename $$f); [ -f "$$o" ] || ${EXOMIZER} "$$f"@0x4000 -o "$$o" >>build/log; done
for f in res/ACTION.DHGR.UNCOMPRESSED/*; do o=res/ACTION.DHGR/$$(basename $$f); [ -f "$$o" ] || ${EXOMIZER} "$$f"@0x4000 -o "$$o" >>build/log; done
for f in res/ARTWORK.SHR.UNCOMPRESSED/*; do o=res/ARTWORK.SHR/$$(basename $$f); [ -f "$$o" ] || ${EXOMIZER} "$$f"@0x2000 -o "$$o" >>build/log; done
attract: compress
bin/check-attract-mode.sh
bin/generate-mini-attract-mode.sh
mount: dsk
osascript bin/V2Make.scpt "`pwd`" bin/4cade.vii build/"$(DISK)"
md:
mkdir -p build/X build/FX.INDEXED build/FX build/PRELAUNCH.INDEXED build/PRELAUNCH build/ATTRACT build/SS build/GAMEHELP
touch build/log
clean:
rm -rf build/ || rm -rf build
all: clean dsk mount
al: all

14
bin/builddisplaynames.py Executable file
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@ -0,0 +1,14 @@
#!/usr/bin/env python3
# usage:
# builddisplaynames.py < res/GAMES.CONF > build/GAMES.CONF.WITH.NAMES
import sys
for line in sys.stdin:
if "," not in line: continue
if line.startswith("#"): continue
if "=" not in line:
prefix, key = line.split(",")
line = prefix + "," + key.strip() + "=" + key.replace(".", " ").title().replace(" Ii", " II")
print(line, end="")

View File

@ -4,7 +4,7 @@
# make temp file with just the key/value pairs (strip blank lines, comments, eof marker)
records=$(mktemp)
grep -v "^$" < "$1" | grep -v "^#" | grep -v "^\[" > "$records"
grep -v "^$" | grep -v "^#" | grep -v "^\[" > "$records"
# make temp assembly source file that represents the binary OKVS data structure
source=$(mktemp)
@ -19,7 +19,7 @@ source=$(mktemp)
done < "$records") > "$source"
# assemble temp source file to create binary OKVS data structure
acme -o "$2" "$source"
acme -o "$1" "$source"
# clean up
rm "$source"

7
res/ATTRACT/AO Normal file
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@ -0,0 +1,7 @@
#
# Attract mode for AO
# This file is automatically generated
#
[eof]

7
res/ATTRACT/CHIP.OUT Normal file
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@ -0,0 +1,7 @@
#
# Attract mode for CHIP.OUT
# This file is automatically generated
#
[eof]

7
res/ATTRACT/VV Normal file
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@ -0,0 +1,7 @@
#
# Attract mode for VV
# This file is automatically generated
#
[eof]

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@ -19,6 +19,10 @@ HGR3.IDX=Type(06),AuxType(4000),Access(C3)
HGR4.IDX=Type(06),AuxType(4000),Access(C3)
HGR5.IDX=Type(06),AuxType(4000),Access(C3)
HGR6.IDX=Type(06),AuxType(4000),Access(C3)
SEARCH00.IDX=Type(06),AuxType(8200),Access(C3)
SEARCH01.IDX=Type(06),AuxType(8200),Access(C3)
SEARCH10.IDX=Type(06),AuxType(8200),Access(C3)
SEARCH11.IDX=Type(06),AuxType(8200),Access(C3)
COVER=Type(06),AuxType(2000),Access(C3)
TITLE=Type(06),AuxType(2000),Access(C3)
HELP=Type(06),AuxType(2000),Access(C3)

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@ -413,6 +413,19 @@ CopyDevs
+READ_RAM1_WRITE_RAM1
}
ldx #$30
lda MachineStatus
and #HAS_JOYSTICK
beq +
inx
+ stx gSearchHasJoystick
ldx #$30
lda MachineStatus
and #HAS_128K
beq +
inx
+ stx gSearchHas128K
+LDADDR gGamesListStore
jsr okvs_len
+LD16 WCOUNT

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@ -7,7 +7,7 @@
;
; LC RAM BANK 1
; D000..E7D2 - persistent data structures (gGlobalPrefsStore, gGamesListStore)
; E92D..FFEE - main program code
; E9E8..FFEE - main program code
; FFEF..FFF9 - API functions and global constants available for main program
; code, prelaunchers, transition effects, &c.
; (LoadFileDirect, Wait/UnwaitForVBL, MockingboardStuff, MachineStatus)
@ -149,7 +149,7 @@ CHEATS_ENABLED = %00001000
iCurBlockLo = $D401 ; constant
iCurBlockHi = $D403 ; constant
launchpatch = $D661 ; glue.launch.a
iAddToPath = $FEA5 ; Roger Rabbit, avoid, use Infiltrator 2 style instead
iAddToPath = $FE98 ; Roger Rabbit, avoid, use Infiltrator 2 style instead
itraverse = $D958 ; Roger Rabbit, avoid, use Infiltrator 2 style instead
ldrlo = $55 ; constant
ldrhi = $56 ; constant

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@ -118,109 +118,6 @@ okvs_len_imm
ora WCOUNT
rts
;------------------------------------------------------------------------------
; okvs_append
;
; in: stack contains 7 bytes of parameters:
; +1 [word] handle to storage space
; +3 [word] address of key
; +5 [word] address of value
; +7 [byte] maximum length of value (or 0 to fit)
; out: (new record count is not returned because no one cares)
; all registers clobbered
; $00/$01 clobbered
; $02/$03 clobbered
; $04/$05 has the address of the next available byte after the new record
; $08/$09 clobbered
;------------------------------------------------------------------------------
okvs_append
+PARAMS_ON_STACK 7
jsr GetStoreAddress
; PTR -> store
; Y = 0
lda (PTR),y ; A = number of keys in store
sta WINDEX
iny
lda (PTR), y
sta WINDEX+1
inc WINDEX
bne +
inc WINDEX+1
+
dey
lda WINDEX
sta (PTR),y ; increment number of keys
lda WINDEX+1
iny
sta (PTR),y
iny
lda (PTR),y ; get address of next free space
tax
iny
lda (PTR),y
sta PTR+1
sta SAVE+1
stx PTR
stx SAVE
; PTR -> new record
; SAVE -> new record
jsr incptr
; PTR -> space for new key
+LDPARAMPTR 3, SRC ; SRC -> new key to copy
ldy #0
lda (SRC),y
tay
tax
- lda (SRC),y ; copy new key
sta (PTR),y
dey
cpy #$FF
bne -
;;sec
txa
adc PTR ; update PTR to byte after copied key
sta PTR
bcc +
inc PTR+1
+ ; PTR -> space for new value
+LDPARAMPTR 5, SRC ; SRC -> new value to copy
iny ;;ldy #7
lda (PARAM),y ; get max length of value
tax
bne +
tay
lda (SRC),y ; no max, use actual length instead
tax
+ inx
tay
- lda (SRC),y
sta (PTR),y
dey
cpy #$FF
bne -
txa
clc
adc PTR
tax
lda PTR+1
adc #0
pha
+ jsr GetStoreAddress
; PTR -> store
pla
ldy #3
sta (PTR),y ; update next-free-space pointer in head
dey
txa
sta (PTR),y
sec
sbc SAVE
ldy #0
sta (SAVE),y ; set record length
rts
;------------------------------------------------------------------------------
; okvs_find / okvs_get
;

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@ -135,3 +135,106 @@ IncAndGetChar
beq IncAndGetChar
.parseKeyValueDone
rts
;------------------------------------------------------------------------------
; okvs_append
;
; in: stack contains 7 bytes of parameters:
; +1 [word] handle to storage space
; +3 [word] address of key
; +5 [word] address of value
; +7 [byte] maximum length of value (or 0 to fit)
; out: (new record count is not returned because no one cares)
; all registers clobbered
; $00/$01 clobbered
; $02/$03 clobbered
; $04/$05 has the address of the next available byte after the new record
; $08/$09 clobbered
;------------------------------------------------------------------------------
okvs_append
+PARAMS_ON_STACK 7
jsr GetStoreAddress
; PTR -> store
; Y = 0
lda (PTR),y ; A = number of keys in store
sta WINDEX
iny
lda (PTR), y
sta WINDEX+1
inc WINDEX
bne +
inc WINDEX+1
+
dey
lda WINDEX
sta (PTR),y ; increment number of keys
lda WINDEX+1
iny
sta (PTR),y
iny
lda (PTR),y ; get address of next free space
tax
iny
lda (PTR),y
sta PTR+1
sta SAVE+1
stx PTR
stx SAVE
; PTR -> new record
; SAVE -> new record
jsr incptr
; PTR -> space for new key
+LDPARAMPTR 3, SRC ; SRC -> new key to copy
ldy #0
lda (SRC),y
tay
tax
- lda (SRC),y ; copy new key
sta (PTR),y
dey
cpy #$FF
bne -
;;sec
txa
adc PTR ; update PTR to byte after copied key
sta PTR
bcc +
inc PTR+1
+ ; PTR -> space for new value
+LDPARAMPTR 5, SRC ; SRC -> new value to copy
iny ;;ldy #7
lda (PARAM),y ; get max length of value
tax
bne +
tay
lda (SRC),y ; no max, use actual length instead
tax
+ inx
tay
- lda (SRC),y
sta (PTR),y
dey
cpy #$FF
bne -
txa
clc
adc PTR
tax
lda PTR+1
adc #0
pha
+ jsr GetStoreAddress
; PTR -> store
pla
ldy #3
sta (PTR),y ; update next-free-space pointer in head
dey
txa
sta (PTR),y
sec
sbc SAVE
ldy #0
sta (SAVE),y ; set record length
rts

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@ -190,3 +190,12 @@ kDecrunchFile
kJoystickFile
!byte 8
!raw "JOYSTICK"
kSearchIndexFile
!byte 12
!raw "SEARCH"
gSearchHasJoystick
!raw "_"
gSearchHas128K
!raw "_"
!raw ".IDX"

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@ -36,32 +36,10 @@ InputBuffer
; out: gSearchStore populated
;------------------------------------------------------------------------------
BuildSearchStore
jsr SwitchToBank2
jsr EnableAcceleratorAndSwitchToBank1
+LDADDR gSearchStore
jsr okvs_init
jsr okvs_iter
!word gGamesListStore
!word @callback
jsr SwitchToBank2
jmp DisableAcceleratorAndSwitchToBank1
@callback
; callback called by okvs_iter on gGamesListStore
; in: A/Y contains address of filename
; $WINDEX contains 0-based index of the current record in gGamesListStore (word)
; out: all registers and flags clobbered
+ST16 @key
jsr GetGameDisplayName
+ST16 @value
@append
jsr okvs_append
!word gSearchStore
@key !word $FDFD ; SMC
@value !word $FDFD ; SMC
!byte 0
jsr LoadFile ; load appropriate search index into $8200
!word kRootDirectory
!word kSearchIndexFile
!word $8200
rts
;------------------------------------------------------------------------------