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cut some bytes, fix animated titles
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51084c49d8
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@ -8,7 +8,7 @@
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; LC RAM BANK 1
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; D000..E2DD - persistent data structures (gGlobalPrefsStore, gGamesListStore)
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; ...unused...
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; EA7B..FFF8 - main program code
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; E97D..FFF8 - main program code
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; FFFA..FFFF - NMI, reset, IRQ vectors
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;
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; LC RAM BANK 2
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@ -25,12 +25,10 @@ AnyGameSelected
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; C set if gGameToLaunch is #$FFFF
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; X preserved
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+LD16 gGameToLaunch
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+CMP16 $FFFF
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beq +
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+CMP16 $FFFF ; CMP sets carry when equal
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beq +
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clc
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rts
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+ sec
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rts
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+ rts
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GetGameToLaunch
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; in: gGameToLaunch = index into gGamesListStore (word) or #$FFFF if no game selected
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@ -26,15 +26,15 @@ MaybeAnimateTitle
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ldy OffscreenPage
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bne +
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eor #$60
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+ sta SAVE+1
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+ sta DEST+1
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and #$60
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sta PageFrom+2
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eor #$60
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tax
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lda #$FD
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sta SAVE
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sta DEST
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ldy #0
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lda (SAVE),y ; see if there is a hidden JMP to an
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lda (DEST),y ; see if there is a hidden JMP to an
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cmp #$4C ; animation routine for this screen
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; at +$1FFD (after the graphics data,
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; in the last 3 bytes of a $2000 byte
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@ -72,4 +72,4 @@ MaybeAnimateTitle
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@titleAnimPrelaunch ; this is executed from $106/main by |Launch|
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bit $C082
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jmp (SAVE)
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jmp (DEST)
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