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further refactoring in HGRActionCallback
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@ -9,7 +9,7 @@
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; D000..E5F4 - persistent data structures (per-game cheat categories,
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; D000..E5F4 - persistent data structures (per-game cheat categories,
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; gGlobalPrefsStore, gGamesListStore)
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; gGlobalPrefsStore, gGamesListStore)
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; ...unused...
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; ...unused...
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; EC15..FFF9 - main program code
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; EC22..FFF9 - main program code
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; FFFA..FFFF - NMI, reset, IRQ vectors
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; FFFA..FFFF - NMI, reset, IRQ vectors
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;
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;
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; LC RAM BANK 2
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; LC RAM BANK 2
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@ -106,48 +106,44 @@ HGRSingle
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!word $4000
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!word $4000
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; display game name in the bottom-left corner
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; display game name in the bottom-left corner
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ldx #39
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lda #22
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lda #0
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sta VTAB
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- sta UILine1,x
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lda #0 ; solid horizontal bar character
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dex
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jsr @resetline
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bpl -
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lda (SAVE),y ; (SAVE) -> game title, Y = 0, so A = title length
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sta HTAB
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clc
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ldx #22
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adc #$03
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stx VTAB
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sta gPathname
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tay
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lda #7 ; top-right rounded corner character
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lda (SAVE),y
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jsr @drawline
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tax
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+LDADDR UILine1
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sec
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jsr DrawBuffer
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ldx #3
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+LDADDR @toprightcorner
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sec
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jsr DrawBuffer
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inc VTAB
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inc VTAB
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ldx #0
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lda #" "
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stx HTAB
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jsr @resetline
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inx
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lda (SAVE),y ; A = title length
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+LDADDR @rightline
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tay
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sec
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- lda (SAVE),y
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jsr DrawBuffer
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sta gPathname+1,y
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+LDAY SAVE
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dey
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jsr SetPath
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bne -
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+LDADDR gPathname
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lda #3 ; solid vertical bar character
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sec
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jsr @drawline
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jsr DrawString
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ldx #2
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+LDADDR @rightline
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sec
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jsr DrawBuffer
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+LDADDR $6000
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+LDADDR $6000
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jmp ExecuteTransitionAndWait
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jmp ExecuteTransitionAndWait
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@toprightcorner
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@resetline
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!byte 0,0,7
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ldy #40
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@rightline
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- sta gPathname,y
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!text " "
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dey
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!byte 3
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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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jmp DrawString
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;------------------------------------------------------------------------------
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;------------------------------------------------------------------------------
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; .LoadHGRTransition [private]
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; .LoadHGRTransition [private]
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