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don't linearize memory until we're inside DisplayArtwork and have confirmed we can display SHR
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@ -17,7 +17,7 @@
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;~7400...... - program data (approximate)
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;
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kPitchDarkBinaryAddress = $3F25
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kPitchDarkBinaryAddress = $3F2D
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kGameInfoBuffer = $0800 ; used by LoadGameInfo
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kProDOSFileBuffer = $1C00 ; 1K buffer for ProDOS MLI calls
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@ -62,7 +62,7 @@
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bne @setSHR ; always
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@kVidHDID
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!byte $24, $EA, $4C
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!byte 0,0,0
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@nextslot
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dex
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@ -79,9 +79,6 @@
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beq + ; skip GS-specific code on non-GS machines (required, will crash on //c, grr)
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@setSHR
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inc WeCanHazSHR+1
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lda $C029
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ora #$40
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sta $C029 ; set GS NEWVIDEO mode to turn off linearize
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+
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;------------------------------------------------------------------------------
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@ -29,6 +29,9 @@ WeCanHazSHR
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+LDADDR kArtworkRootDirectory
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dex
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bne +
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lda $C029
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ora #$40
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sta $C029 ; set GS NEWVIDEO mode to turn off linearize
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+LDADDR kArtworkGSRootDirectory
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+ phx
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jsr AddToPath
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