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Added an 'Emu credit' line on the title screen, which only displays when running in Jace.
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@ -152,7 +152,7 @@ class A2PackPartitions
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def requiredGlobalScripts = ["New Game", "Help",
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def requiredGlobalScripts = ["New Game", "Help",
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"Combat win", "Combat intro", "Combat prompt", "Enemy intro", "Death",
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"Combat win", "Combat intro", "Combat prompt", "Enemy intro", "Death",
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"Level XP", "Level SP",
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"Level XP", "Level SP",
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"Disk limit", "Copyright"
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"Disk limit", "Copyright", "Emu credit"
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] as Set
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] as Set
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def globalScripts = [:]
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def globalScripts = [:]
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def lastSysModule
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def lastSysModule
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@ -178,11 +178,29 @@ asm reseekRwts#0
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rts
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rts
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end
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def decideJace()#0
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word i, a0count
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// Jace is unusual among emulators in that at the paddle locations, it returns a "floating"
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// bus value that reflects the video scanner data.
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a0Count = 0
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^$C070
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for i = 1 to 100
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if ^$C064 == $A0; a0Count++; fin
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next
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isJace = (a0Count > 50)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Load and display the title screen, set up everything in memory
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// Load and display the title screen, set up everything in memory
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def _startup()#1
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def _startup()#1
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word pEngine, pFont, pMarks, pExpand, expanderSize, pSound
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word pEngine, pFont, pMarks, pExpand, expanderSize, pSound
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// Decide if we're running on Jace (if so, later we'll need to credit the music). This has
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// to be done with a mostly blank, text mode, screen.
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decideJace
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puts("Loading game.\n")
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puts("Loading game.\n")
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auxMmgr(FREE_MEMORY, $800) // was temporarily reserved by gameloop to keep diskops bytecode out
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auxMmgr(FREE_MEMORY, $800) // was temporarily reserved by gameloop to keep diskops bytecode out
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@ -236,6 +254,7 @@ def _startup()#1
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// And the global funcs we'll need for the title screen
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// And the global funcs we'll need for the title screen
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mmgr(QUEUE_LOAD, GS_DISK_LIMIT<<8 | RES_TYPE_MODULE)
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mmgr(QUEUE_LOAD, GS_DISK_LIMIT<<8 | RES_TYPE_MODULE)
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mmgr(QUEUE_LOAD, GS_COPYRIGHT<<8 | RES_TYPE_MODULE)
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mmgr(QUEUE_LOAD, GS_COPYRIGHT<<8 | RES_TYPE_MODULE)
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mmgr(QUEUE_LOAD, GS_EMU_CREDIT<<8 | RES_TYPE_MODULE)
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mmgr(FINISH_LOAD, 0)
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mmgr(FINISH_LOAD, 0)
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// Move the marks code up to its out-of-the-way corner of RAM
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// Move the marks code up to its out-of-the-way corner of RAM
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@ -597,12 +616,16 @@ end
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def displayMenu(existing)#0
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def displayMenu(existing)#0
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word p
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word p
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setWindow(162, 190, 49, 231)
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setWindow(isJace ?? 153 :: 162, 190, 49, 231) // t,b,l,r
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clearWindow
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clearWindow
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^EMUSIG_TITLE
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^EMUSIG_TITLE
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setWindow(162, 190, 56, 224)
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setWindow(isJace ?? 153 :: 162, 190, 56, 224) // t,b,l,r
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rawDisplayStr("^J\n^Y") // down one line for nice-looking spacing from graphics
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rawDisplayStr("^J\n^Y") // down one line for nice-looking spacing from graphics
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callGlobalFunc(GS_COPYRIGHT, 0, 0 ,0)
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callGlobalFunc(GS_COPYRIGHT, 0, 0 ,0)
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if isJace
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rawDisplayStr("\n")
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callGlobalFunc(GS_EMU_CREDIT, 0, 0, 0)
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fin
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rawDisplayStr("\n^N")
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rawDisplayStr("\n^N")
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printVersion(168) // win width
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printVersion(168) // win width
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@ -176,6 +176,7 @@ import gamelib
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word pResourceIndex
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word pResourceIndex
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word pGlobalTileset
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word pGlobalTileset
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byte isFloppyVer
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byte isFloppyVer
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byte isJace
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byte recordMode
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byte recordMode
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byte prevClockColor, prevClockHour, prevClockMinute
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byte prevClockColor, prevClockHour, prevClockMinute
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byte nextSignificantMinute
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byte nextSignificantMinute
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@ -104,6 +104,7 @@ byte forceRawScrDisp = FALSE
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export byte isPlural = 0
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export byte isPlural = 0
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byte inScript = FALSE
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byte inScript = FALSE
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export byte isFloppyVer
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export byte isFloppyVer
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export byte isJace
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byte scriptModule = 0
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byte scriptModule = 0
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byte prevScriptModule = 0
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byte prevScriptModule = 0
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