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

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