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shrink saved stack
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d679959325
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@ -78,8 +78,9 @@ RestoreStackNextTime
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; reset to branch so we don't try to
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sta RestoreStackNextTime + 1
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; restore the same stack twice
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ldx #$F1
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- lda STACKBASE - $EF,x ; restore stack
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ldx #-gStackSize
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- lda STACKBASE - $FE + gStackSize,x
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; restore stack
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sta $100,x
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inx
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bne -
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@ -179,7 +180,7 @@ COPYSRC = *
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!source "src/glue.launch.lc2.a"
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!source "src/hw.accel.lc2.a"
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STACKBASE = *
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LCRAM2_END = STACKBASE + 15
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LCRAM2_END = STACKBASE + gStackSize
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!if LCRAM2_END >= DisableAccelerator {
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!error "code is too large: ends at ", LCRAM2_END
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}
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@ -17,7 +17,7 @@
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; D000..D3FF - ProRWTS data
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; D400..D6C3 - ProRWTS code
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; D6C4..DB91 - HGR font code & ProRWTS glue code
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; DB92..DBA1 - backup of stack (during gameplay and self-running demos)
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; DB92..DB98 - backup of stack (during gameplay and self-running demos)
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; ...unused...
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; DBB4..DBFF - (de)acceleration function
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; DC00..DFFF - HGR font data
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@ -104,6 +104,7 @@ BestMatchScore = $FC ; byte
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; $FF ; used by ParseGamesList
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; main memory
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gStackSize = 6 ; seems like only six are needed
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gPathname = $BFD0 ; used by SetPath/AddToPath
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gKeyLen = $1F00 ; used by ParseGamesList
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gKey = $1F01
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@ -8,9 +8,10 @@
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; which handle bank switching for you.
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LaunchInternal
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ldy #$F1
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ldy #-gStackSize
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- lda $100,y
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sta STACKBASE - $EF,y ; back up stack
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sta STACKBASE - $FE + gStackSize,y
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; back up stack
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iny
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bne -
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tsx ; back up stack pointer
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