don't linearize memory until we're inside DisplayArtwork and have confirmed we can display SHR

This commit is contained in:
4am 2019-01-12 13:49:47 -05:00
parent c0521157f2
commit 29542848bb
3 changed files with 5 additions and 5 deletions

View File

@ -17,7 +17,7 @@
;~7400...... - program data (approximate)
;
kPitchDarkBinaryAddress = $3F25
kPitchDarkBinaryAddress = $3F2D
kGameInfoBuffer = $0800 ; used by LoadGameInfo
kProDOSFileBuffer = $1C00 ; 1K buffer for ProDOS MLI calls

View File

@ -62,7 +62,7 @@
bne @setSHR ; always
@kVidHDID
!byte $24, $EA, $4C
!byte 0,0,0
@nextslot
dex
@ -79,9 +79,6 @@
beq + ; skip GS-specific code on non-GS machines (required, will crash on //c, grr)
@setSHR
inc WeCanHazSHR+1
lda $C029
ora #$40
sta $C029 ; set GS NEWVIDEO mode to turn off linearize
+
;------------------------------------------------------------------------------

View File

@ -29,6 +29,9 @@ WeCanHazSHR
+LDADDR kArtworkRootDirectory
dex
bne +
lda $C029
ora #$40
sta $C029 ; set GS NEWVIDEO mode to turn off linearize
+LDADDR kArtworkGSRootDirectory
+ phx
jsr AddToPath