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Temporary workarounds.
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@ -1285,6 +1285,9 @@ class A2PackPartitions
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tileSets.each { k,v -> chunks.add([type:TYPE_TILE_SET, num:v.num, name:k, buf:compress(v.buf)]) }
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maps3D.each { k,v -> chunks.add([type:TYPE_3D_MAP, num:v.num, name:k, buf:compress(v.buf)]) }
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textures.each { k,v -> chunks.add([type:TYPE_TEXTURE_IMG, num:v.num, name:k, buf:compress(v.buf)]) }
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//portraits.each { k,v -> chunks.add([type:TYPE_PORTRAIT, num:v.num, name:k, buf:compress(v.buf)]) }
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}
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else if (partNum == 3) {
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portraits.each { k,v -> chunks.add([type:TYPE_PORTRAIT, num:v.num, name:k, buf:compress(v.buf)]) }
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}
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@ -1823,12 +1826,16 @@ class A2PackPartitions
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println "Writing output file."
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new File("build/root").mkdir()
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def part1Path = new File("build/root/game.part.1.bin").path
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new File(part1Path).withOutputStream { stream -> writePartition(stream, 1) }
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def part2Path = new File("build/root/game.part.2.bin").path
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new File(part2Path).withOutputStream { stream -> writePartition(stream, 2) }
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def part3Path = new File("build/root/game.part.3.bin").path
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new File(part3Path).withOutputStream { stream -> writePartition(stream, 3) }
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// Print stats (unless there's a warning, in which case focus the user on that)
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if (nWarnings == 0)
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reportSizes()
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@ -206,7 +206,7 @@ init: !zone
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; We'll set up 8 initial segments:
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; 0: main $0000 -> 4, active + locked
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; 1: aux $0000 -> 2, active + locked
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; 2: aux $0200 -> 3, inactive
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; 2: aux $0800 -> 3, inactive ; TEMPORARY: until we figure out prob w aux screen holes
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; 3: aux $BFFD -> 0, active + locked
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; 4: main $0xxx -> 5, inactive (xxx = end of mem mgr low mem portion)
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; 5: main $4000 -> 6, active + locked
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@ -240,7 +240,7 @@ init: !zone
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inx
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stx tSegLink+8
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; Then the addresses
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lda #2
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lda #8 ; Temporarily avoid aux screen holes; normally this would be 2.
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sta tSegAdrHi+2
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lda #$BF
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sta tSegAdrHi+3
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@ -2887,10 +2887,12 @@ tableEnd = *
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; Be careful not to grow past the size of the LC bank
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!ifdef PASS2 {
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!if DEBUG {
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!warn "mmgr spare: ", lx47Decomp - tableEnd
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!if tableEnd >= lx47Decomp {
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!error "Memory manager grew too large."
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}
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} ; DEBUG
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} else { ;PASS2
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!set PASS2=1
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}
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@ -1859,7 +1859,7 @@ export def setPortrait(portraitNum)
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restoreCursor()
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// Load the portrait image and display it
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mmgr(START_LOAD, 2) // portraits are in partition 2
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mmgr(START_LOAD, 3) // portraits are in partition 3 // FOO 3 temporarily
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curPortrait = auxMmgr(QUEUE_LOAD, portraitNum<<8 | RES_TYPE_PORTRAIT)
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mmgr(FINISH_LOAD, 0)
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anyAnims = TRUE // for now; might get cleared if we discover otherwise on advance
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