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some comments
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@ -1,5 +1,5 @@
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;license:MIT
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;(c) 2018-9 by 4am & qkumba
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;(c) 2018-2020 by 4am & qkumba
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;
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; text rank - an implementation of the Quicksilver search rank algorithm
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;
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@ -11,6 +11,8 @@
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; Public variables
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; - InputLength ; [byte] number of characters typed in search mode
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; - InputBuffer ; [25 bytes] characters typed in search mode
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;
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; Zero page variables
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; - SelectedIndex ; [byte] index in gSearchStore of currently selected game in search mode
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; - MatchCount ; [byte] number of games that match InputBuffer
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; - BestMatchScore ; [byte] raw ranking score (0-100) of current best match (updated during TextRankCallback)
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@ -22,6 +24,17 @@ InputLength
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InputBuffer
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!text " "
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;------------------------------------------------------------------------------
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; BuildSearchStore
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; Build a temporary data structure in main memory to support search UI.
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; Now that gGamesListStore no longer contains full game display names, we call
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; this to build a store that does. It's built in main memory and will be
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; clobbered as soon as we enter attract mode (mega- or mini-), run a game,
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; run a demo, or sneeze.
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;
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; in: none
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; out: gSearchStore populated
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;------------------------------------------------------------------------------
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BuildSearchStore
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jsr SwitchToBank2
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jsr EnableAcceleratorAndSwitchToBank1
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@ -9,8 +9,9 @@
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; - DHGRSingle
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; - BlankHGR
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; - HGRMode
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; - ForceHGRMOde
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; - DrawGameTitleInActionSlideshowHGR
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; - GRMode
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; - ForceHGRMode
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; - DrawGameTitleInActionSlideshow
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; - RedrawForDHGR
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;
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@ -97,8 +98,8 @@ BlankHGR
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sta OffscreenPage
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; /!\ execution falls through here to HGRMode
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;------------------------------------------------------------------------------
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; HGRMode
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; twiddles softswitches to set HGR mode (does not set page 1 or 2)
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; HGRMode / GRMode
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; twiddles softswitches to set (H)GR mode (does not set page 1 or 2)
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;
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; in: none
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; out: all registers preserved
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@ -233,7 +234,18 @@ DHGRActionCallback
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lda #$EA ; NOP
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+HIDE_NEXT_2_BYTES
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DrawGameTitleInActionSlideshowHGR
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; /!\ execution falls through here to DrawGameTitleInActionSlideshowHGR
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;------------------------------------------------------------------------------
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; DrawGameTitleInActionSlideshow
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; draw the game title in the lower left corner of the screen
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;
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; /!\ exits via ExecuteTransitionAt6000AndWait, and the transition code must
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; already be loaded at $6000
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;
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; in: none
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; out: exits via ExecuteTransitionAt6000AndWait
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;------------------------------------------------------------------------------
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DrawGameTitleInActionSlideshow
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lda #$60 ; RTS
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sta @fallthroughForDHGR
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@ -44,7 +44,7 @@ GRSingle
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jmp BlankHGR ; switch back to HGR mode with initial blank screen on exit
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;------------------------------------------------------------------------------
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; BlankGR
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; BlankGR [private]
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; clear and show GR page 1 without flickering
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;
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; in: none
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@ -63,7 +63,7 @@ BlankGR
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jmp GRMode
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;------------------------------------------------------------------------------
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; .LoadGRTransition [private]
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; LoadGRTransition [private]
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;
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; in: none
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; out: all registers and flags clobbered
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@ -78,7 +78,7 @@ LoadGRTransition
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GRRTS rts
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;------------------------------------------------------------------------------
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; .GRActionCallback [private]
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; GRActionCallback [private]
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; callback called by okvs_iter on gSlideshowStore
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; to load and display a single GR action screenshot
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@ -163,4 +163,4 @@ HGRActionCallback
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+ !word $FDFD ; SMC
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!word $3FF8
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jsr DecompressHGR
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jmp DrawGameTitleInActionSlideshowHGR
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jmp DrawGameTitleInActionSlideshow
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@ -58,6 +58,7 @@ SHRSingle
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;------------------------------------------------------------------------------
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; LoadSHGRTransition [private]
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; load the SHR transition effect code (currently always the same file)
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;
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; in: none
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; out: all registers and flags clobbered
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@ -10,7 +10,6 @@
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; - WaitForKeyFor30Seconds
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; - CoverFade
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; /!\ execution falls through here from ui.attract.dhgr/DHGRActionCallback
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ExecuteTransitionAt6000AndWait
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ldy #$60
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+HIDE_NEXT_2_BYTES
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