mirror of
https://github.com/a2-4am/4cade.git
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211 lines
6.0 KiB
Plaintext
211 lines
6.0 KiB
Plaintext
;license:MIT
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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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; Public functions
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; - BuildSearchStore
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; - ResetTextRank
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; - TextRankCallback (as okvs_iter_values callback)
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;
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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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; - BestMatchIndex ; [byte] index in gSearchStore of current best match (updated during TextRankCallback)
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MaxInputLength = 26
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InputLength
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!byte 0
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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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+LDADDR gSearchStore
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jsr okvs_init
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jsr okvs_iter
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!word gGamesListStore
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!word @callback
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jsr SwitchToBank2
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jmp DisableAcceleratorAndSwitchToBank1
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@callback
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; callback called by okvs_iter on gGamesListStore
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; in: A/Y contains address of filename
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; $WINDEX contains 0-based index of the current record in gGamesListStore (word)
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; out: all registers and flags clobbered
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+ST16 @key
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jsr GetGameDisplayName
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+ST16 @value
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@append
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jsr okvs_append
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!word gSearchStore
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@key !word $FDFD ; SMC
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@value !word $FDFD ; SMC
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!byte 0
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rts
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;------------------------------------------------------------------------------
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; ResetTextRank
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; reset the Match variables to allow re-scanning (e.g. because of backspace)
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; in: nothing
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; out: X, MatchCount, BestMatchScore, BestMatchIndex zeroed
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;------------------------------------------------------------------------------
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ResetTextRank
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ldx #0
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stx MatchCount
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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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;------------------------------------------------------------------------------
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; TextRankCallback
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; callback called by okvs_iter_values on gSearchStore
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; to calculate a ranking score for a single game display name
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; against the current InputBuffer
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; 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
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; MatchCount possibly incremented (if this game was a match at all)
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; BestMatchScore and BestMatchIndex possibly updated (if this game
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; was the best match so far)
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;------------------------------------------------------------------------------
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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
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lda (zpstring),y
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sec
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sbc #1
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cmp InputLength
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bcc ++
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sta gamelength
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sty runningscore
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sty runningscore+1
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iny
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sty startat
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- sty i
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lda (zpword),y
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+LOW_ASCII_TO_LOWER
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sta tmp
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ldy startat
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-- lda (zpstring),y
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+LOW_ASCII_TO_LOWER
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cmp tmp
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beq +
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cpy gamelength
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iny
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bcc --
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++ rts ; no match :(
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+ ldx #80
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cpy startat
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beq +
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ldx #10
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cpy #1
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beq +
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dey
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lda (zpstring),y
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iny
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cmp #' '
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bne +
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ldx #90
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+ txa
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clc
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adc runningscore
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sta runningscore
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bcc +
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inc runningscore+1
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+ tya
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ldy i
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cpy InputLength
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bcs +
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iny
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sta startat
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inc startat
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cmp gamelength
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bcc -
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rts ; no match :(
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+ lda runningscore
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ldx runningscore+1
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ldy gamelength
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jsr @div
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sta tmp
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lda runningscore
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ldx runningscore+1
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ldy InputLength
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jsr @div
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clc
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adc tmp
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lsr
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adc #0 ; round fractions up
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pha
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ldy #1
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lda (zpstring),y
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+LOW_ASCII_TO_LOWER
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sta firstletter
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pla
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ldx InputBuffer
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cpx firstletter
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bne +
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cmp #85
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bcs +
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adc #15
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+ cmp BestMatchScore
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bcc +
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beq +
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sta BestMatchScore
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lda WINDEX
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sta BestMatchIndex
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lda WINDEX+1
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sta BestMatchIndex+1
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inc MatchCount
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+ rts
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@div
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sta num1
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stx num1+1
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sty num2
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lda #0
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sta remainder
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sta remainder+1
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ldx #16
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- asl num1
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rol num1+1
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rol remainder
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rol remainder+1
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lda remainder
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sec
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sbc num2
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bcc +
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sta remainder
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dec remainder+1
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inc num1
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+ dex
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bne -
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lda num1
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rts
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