4cade/src/textrank.a

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;license:MIT
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;(c) 2018-2020 by 4am & qkumba
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;
; text rank - an implementation of the Quicksilver search rank algorithm
;
; Public functions
; - BuildSearchStore
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; - ResetTextRank
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; - TextRankCallback (as okvs_iter_values callback)
;
; Public variables
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; - InputLength ; [byte] number of characters typed in search mode
; - InputBuffer ; [25 bytes] characters typed in search mode
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;
; Zero page variables
; - SelectedIndex ; [byte] index in gSearchStore of currently selected game in search mode
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; - MatchCount ; [byte] number of games that match InputBuffer
; - BestMatchScore ; [byte] raw ranking score (0-100) of current best match (updated during TextRankCallback)
; - BestMatchIndex ; [byte] index in gSearchStore of current best match (updated during TextRankCallback)
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MaxInputLength = 26
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InputLength
!byte 0
InputBuffer
!text " "
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;------------------------------------------------------------------------------
; BuildSearchStore
; Build a temporary data structure in main memory to support search UI.
; Now that gGamesListStore no longer contains full game display names, we call
; this to build a store that does. It's built in main memory and will be
; clobbered as soon as we enter attract mode (mega- or mini-), run a game,
; run a demo, or sneeze.
;
; in: none
; out: gSearchStore populated
;------------------------------------------------------------------------------
BuildSearchStore
jsr SwitchToBank2
jsr EnableAcceleratorAndSwitchToBank1
+LDADDR gSearchStore
jsr okvs_init
jsr okvs_iter
!word gGamesListStore
!word @callback
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jsr SwitchToBank2
jmp DisableAcceleratorAndSwitchToBank1
@callback
; callback called by okvs_iter on gGamesListStore
; in: A/Y contains address of filename
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; $WINDEX contains 0-based index of the current record in gGamesListStore (word)
; out: all registers and flags clobbered
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+ST16 @key
jsr GetGameDisplayName
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+ST16 @value
@append
jsr okvs_append
!word gSearchStore
@key !word $FDFD ; SMC
@value !word $FDFD ; SMC
!byte 0
rts
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;------------------------------------------------------------------------------
; ResetTextRank
; reset the Match variables to allow re-scanning (e.g. because of backspace)
; in: nothing
; out: X, MatchCount, BestMatchScore, BestMatchIndex zeroed
;------------------------------------------------------------------------------
ResetTextRank
ldx #0
stx MatchCount
stx BestMatchScore
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dex
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stx BestMatchIndex
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stx BestMatchIndex+1
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rts
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;------------------------------------------------------------------------------
; TextRankCallback
; callback called by okvs_iter_values on gSearchStore
; to calculate a ranking score for a single game display name
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; against the current InputBuffer
; in: A/Y contains address of game display name
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; $WINDEX contains 0-based index of the current record in gSearchStore (word)
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; out: all registers and flags clobbered
; MatchCount possibly incremented (if this game was a match at all)
; BestMatchScore and BestMatchIndex possibly updated (if this game
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; was the best match so far)
;------------------------------------------------------------------------------
TextRankCallback
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+ST16 zpstring ; A/Y = address of this game display name
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+LDADDR InputLength
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+ST16 zpword
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ldy #0
lda (zpstring),y
sec
sbc #1
cmp InputLength
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bcc ++
sta gamelength
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sty runningscore
sty runningscore+1
iny
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sty startat
- sty i
lda (zpword),y
+LOW_ASCII_TO_LOWER
sta tmp
ldy startat
-- lda (zpstring),y
+LOW_ASCII_TO_LOWER
cmp tmp
beq +
cpy gamelength
iny
bcc --
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++ rts ; no match :(
+ ldx #80
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cpy startat
beq +
ldx #10
cpy #1
beq +
dey
lda (zpstring),y
iny
cmp #' '
bne +
ldx #90
+ txa
clc
adc runningscore
sta runningscore
bcc +
inc runningscore+1
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+ tya
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ldy i
cpy InputLength
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bcs +
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iny
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sta startat
inc startat
cmp gamelength
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bcc -
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rts ; no match :(
+ lda runningscore
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ldx runningscore+1
ldy gamelength
jsr @div
sta tmp
lda runningscore
ldx runningscore+1
ldy InputLength
jsr @div
clc
adc tmp
lsr
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adc #0 ; round fractions up
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pha
ldy #1
lda (zpstring),y
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+LOW_ASCII_TO_LOWER
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sta firstletter
pla
ldx InputBuffer
cpx firstletter
bne +
cmp #85
bcs +
adc #15
+ cmp BestMatchScore
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bcc +
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beq +
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sta BestMatchScore
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lda WINDEX
sta BestMatchIndex
lda WINDEX+1
sta BestMatchIndex+1
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inc MatchCount
+ rts
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@div
sta num1
stx num1+1
sty num2
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lda #0
sta remainder
sta remainder+1
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ldx #16
- asl num1
rol num1+1
rol remainder
rol remainder+1
lda remainder
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sec
sbc num2
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bcc +
sta remainder
dec remainder+1
inc num1
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+ dex
bne -
lda num1
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rts