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Fix for missing hi-bits in text windows making characters look like they were cut off.
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@ -381,6 +381,8 @@ NoAdj LDX MlpIdx ;get indx into 2-byt adrs wrds {0,2,4,etc}
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LDY #0 ;clear the byte offset index
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LDY #0 ;clear the byte offset index
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LDA MskBytL ;Load mask bit pattern
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LDA MskBytL ;Load mask bit pattern
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; MH Note: The following section (DoAgn up to but not including DoAgnNM) is never used
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; in Lawless Legends, because we never set mask mode.
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DoAgn PHA
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DoAgn PHA
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AND zTmp3
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AND zTmp3
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STA zTmp3
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STA zTmp3
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@ -653,6 +655,7 @@ ClrHome LDA CursXl ;home the cursor
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ClrSlp1 JSR GetBasX ;to get the base address
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ClrSlp1 JSR GetBasX ;to get the base address
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LDY LfMrgn
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LDY LfMrgn
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LDA BkgColor
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LDA BkgColor
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ORA #$80 ; (set high bit for the demo)
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ClrSlp2 STA (GBasL),Y
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ClrSlp2 STA (GBasL),Y
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INY
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INY
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CPY RtMrgn
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CPY RtMrgn
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@ -675,6 +678,7 @@ ClrColr LDA BkgColor
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ClrSlp3 JSR GetBasX ;to get the base address
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ClrSlp3 JSR GetBasX ;to get the base address
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LDY LfMrgn
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LDY LfMrgn
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LDA ClrFlip
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LDA ClrFlip
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ORA #$80 ; (set high bit for the demo)
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ClrSlp4 STA (GBasL),Y
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ClrSlp4 STA (GBasL),Y
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INY
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INY
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CPY RtMrgn
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CPY RtMrgn
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@ -1201,6 +1201,14 @@ def initMap(x, y, dir)
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loadFrameImg()
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loadFrameImg()
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mmgr(FINISH_LOAD, 1) // 1 = keep open
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mmgr(FINISH_LOAD, 1) // 1 = keep open
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// Clear all the windows to the background color (hi-bit set)
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setWindow1()
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clearWindow()
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setWindow2()
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clearWindow()
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setWindow3()
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clearWindow()
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// Clear the list of encounter zones from any previous maps
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// Clear the list of encounter zones from any previous maps
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global=>p_encounterZones = NULL
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global=>p_encounterZones = NULL
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