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combine DrawGameTitleInActionSlideshowHGR code
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@ -91,15 +91,13 @@ ResetVector ; 6 bytes, copied to $100
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!source "src/ui.credits.a" ; \__ execution falls through
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!source "src/ui.browse.mode.a" ; /
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!source "src/ui.attract.hgr.a" ; \__ execution falls through
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!source "src/ui.font.a" ; /
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!source "src/ui.attract.hgr.a"
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!source "src/ui.font.a"
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!source "src/ui.overlay.a"
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!source "src/ui.offscreen.a"
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!source "src/ui.attract.mode.a"
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!source "src/ui.attract.shr.a"
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!source "src/ui.attract.gr.a"
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!source "src/ui.cheats.a"
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!source "src/glue.launch.a"
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!source "src/okvs.a"
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@ -205,6 +205,12 @@ DHGRActionCallback
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!word kDHGRActionDirectory
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+ !word $FDFD
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lda #$EA ; NOP
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+HIDE_NEXT_2_BYTES
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DrawGameTitleInActionSlideshowHGR
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lda #$60 ; RTS
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sta @fallThroughForDHGR
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; display game name in the bottom-left corner
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lda #22
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sta VTAB
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@ -245,10 +251,11 @@ DHGRActionCallback
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+LDADDR gPathname
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sec
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jsr DrawString
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;RedrawForDHGR
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jsr SwitchToBank2
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pla
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@fallThroughForDHGR
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nop ; SMC
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sta HTAB
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jsr SwitchToBank2
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ldx gPathname
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dex
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@ -158,41 +158,4 @@ HGRActionCallback
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+ !word $FDFD ; SMC
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!word $4000
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; display game name in the bottom-left corner
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lda #22
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sta VTAB
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lda #0 ; solid horizontal bar character
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jsr @resetline
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lda (SAVE),y ; (SAVE) -> game title, Y = 0, so A = title length
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clc
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adc #$03
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sta gPathname
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lda #7 ; top-right rounded corner character
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jsr @drawline
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inc VTAB
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lda #" "
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jsr @resetline
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lda (SAVE),y ; A = title length
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tay
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- lda (SAVE),y
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sta gPathname+1,y
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dey
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bne -
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lda #3 ; solid vertical bar character
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jsr @drawline
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jmp ExecuteTransitionAt6000AndWait
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@resetline
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ldy #40
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- sta gPathname,y
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dey
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bne -
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sty HTAB
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rts
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@drawline
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ldy gPathname
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sta gPathname,y
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+LDADDR gPathname
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sec
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; /!\ execution falls through to ui.font/DrawString
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jmp DrawGameTitleInActionSlideshowHGR
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