Luotu main workloadit joita käyttää raskaisiin koko ruudun alustusoperaatioihin. Poistaa rasteriajan ylimenot tekstin ja kuvien välissä siirtymisessä.
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@ -40,7 +40,7 @@ remove_unused_symbols = 1
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ignore_initial_jump = 0
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current_file = piraatti_intro.ras
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output_type = prg
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exomizer_toggle = 1
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exomizer_toggle = 0
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use_track_19 = 1
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disable_compiler_comments = 0
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charset_ = :resources/character.rom
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@ -338,6 +338,16 @@ text : string = (@cmoveto, 6,10,
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tempPtr1, tempPtr2 : pointer;
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tempInt : integer;
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/*
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Workloads for main loop
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*/
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@define notWorking 0
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@define mainText 1
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@define mainPicture 2
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mainWorkState : byte = 0;
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//===========================================================================================================
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// Raster interrupt forward declarations
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//===========================================================================================================
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@ -377,6 +387,23 @@ begin
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RasterIrq(RasterMainPartScroller(), rasterLineMainScroller, @useKernal);
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end;
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//===========================================================================================================
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// Main Work state functions
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//===========================================================================================================
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function isMainWorking() : boolean;
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var result : boolean;
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begin
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if (mainWorkState = @notWorking) then result := false
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else result := true;
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isMainWorking := result;
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end;
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procedure startMainWork(s : byte);
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begin
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mainWorkState := s;
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end;
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/**
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* Assembly setup for a character set copy in RAM
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*/
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@ -1063,6 +1090,7 @@ begin
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begin
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purpleBounceOfs := 0;
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spriteBounceOfs := 0;
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spriteWobbleOfs := 245;
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end;
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if (part = @partMain) then
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begin
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@ -1122,53 +1150,19 @@ begin
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if (mainState = @mainShowText) then
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begin
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//tempPtr1 := #screen_char_loc2 + 840;
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Fill(^$4740, 0, 80);
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//tempPtr1 := #screen_col_loc + 800;
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FillFast(^$DB20, 0, 80);
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WriteMainText();
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if (tp[0] = @cstop) then tp := #mainText; // back to first page when done
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//tempPtr2 := #screen_col_loc + 960; // keep color for scroll text
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fillfast(^$DBC0, $a, 40);
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startMainWork(@mainText);
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end;
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if (mainState = @mainPicture) then
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begin
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setmulticolormode();
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setbitmapmode();
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//tempPtr1 := AddressTable(#colorAddressTable, 0, 21);
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FillFast(^$4748, 0, 120);
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//tempPtr2 := #screen_col_loc + 960; // keep color for scroll text
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fillfast(^$DBC0, $a, 40);
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// set current picture
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currentNaamaX := naamatCoordinates[currentNaama * 4];
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currentNaamaY := naamatCoordinates[currentNaama * 4 + 1];
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currentNaamaWidth := naamatCoordinates[currentNaama * 4 + 2];
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currentNaamaHeight := naamatCoordinates[currentNaama * 4 + 3];
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// todo write these in main loop instead of raster interrupt
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PrintCharToSprite(numbersPtr[0], @mainPartSmallFontLoc, @numberSpriteCopies);
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PrintCharToSprite(numbersPtr[1], @mainPartSmallFontLoc, @numberSpriteCopies + 64);
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PrintCharToSprite(numbersPtr[2], @mainPartSmallFontLoc, @numberSpriteCopies + 128);
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numbersPtr += 3;
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if (numbersPtr[0] = @cstop) then numbersPtr := #naamatNumbers;
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// print the name
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WriteMainName();
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if (namesPtr[0] = @cstop) then namesPtr := #naamatNames;
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plasmaHeight := 2;
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startMainWork(@mainPicture);
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end;
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end;
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procedure UpdateMainPart();
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begin
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if (mainState = @mainShowText) then
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if (mainState = @mainShowText and not isMainWorking()) then
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begin
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textPlStartX := 0;
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i := lo(textFade);
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@ -1181,6 +1175,7 @@ begin
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if (mod(textFade, 10) = 0) then inc(plasmaHeight);
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if (plasmaHeight > 9) then plasmaHeight := 9;
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end;
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if (mainState = @mainFadeToPicture and textFade < 210) then
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begin
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i := lo(textFade);
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@ -1200,7 +1195,18 @@ begin
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inc(textFade);
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end;
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if (mainState = @mainPicture) then
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if (isMainWorking()) then
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begin
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sprite_color[0]:=0;
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sprite_color[1]:=0;
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sprite_color[2]:=0;
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sprite_color[3]:=0;
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sprite_color[4]:=0;
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sprite_color[5]:=0;
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end
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else
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begin
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// copy picture one row at a time
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if (pictureFade < currentNaamaHeight) then
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@ -1245,6 +1251,7 @@ begin
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memcpyfast(#textFadeLumi, 0, tempPtr1, 20);
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end;
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end;
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if (mainState = @mainFadeToText) then
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begin
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// blank out picture one row at a time
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@ -1270,9 +1277,9 @@ begin
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sprite_color[0]:=0;
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sprite_color[1]:=0;
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sprite_color[2]:=0;
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sprite_color[3]:=$0;
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sprite_color[4]:=$0;
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sprite_color[5]:=$0;
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sprite_color[3]:=0;
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sprite_color[4]:=0;
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sprite_color[5]:=0;
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end;
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if (mainTime > 50 and nameFade < 150) then
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@ -1315,6 +1322,7 @@ var lastSpriteWoblOfs : byte;
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wobblePause : boolean = false;
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wobblePauseTimer : integer = 0;
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cEqualsChangeFlag : boolean = false;
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fillPart : byte = 0;
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begin
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if (part >= @partOpenBar) then Call(SIDFILE_1_PLAY);
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@ -1359,16 +1367,25 @@ begin
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if (fadeStateCurrent = @fadeStateText) then
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begin
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fadeTemp := textFadeLumi[fadeOfsCurrent];
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if (fillPart = 0) then
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begin
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Fill(screen_col_loc, fadeTemp, 255);
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FillFast(screen_col_loc + 256, fadeTemp, 127);
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fadeOfsCurrent -= 1;
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end;
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if (fillPart = 1) then
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begin
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Fill(screen_col_loc + 511, fadeTemp, 255);
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Fill(screen_col_loc + 766, fadeTemp, 234);
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end;
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GoToPurpleBarRasterStart();
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if (fadeOfsCurrent >= @textFadeLumiLast) then
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begin
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fadeStateCurrent := @fadeStateAll;
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fadeOfsCurrent := 0;
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end;
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inc(fillPart);
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if (fillPart = 2) then fillPart := 0;
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end;
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if (fadeStateCurrent = @fadeStateAll) then
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begin
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@ -1522,6 +1539,50 @@ begin
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while (true) do
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begin
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// Main loop "work tasks" here
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if (mainWorkState = @mainText) then
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begin
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//tempPtr1 := #screen_char_loc2 + 840;
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Fill(^$4740, 0, 80);
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//tempPtr1 := #screen_col_loc + 800;
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FillFast(^$DB20, 0, 80);
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WriteMainText();
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if (tp[0] = @cstop) then tp := #mainText; // back to first page when done
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//tempPtr2 := #screen_col_loc + 960; // keep color for scroll text
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fillfast(^$DBC0, $a, 40);
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mainWorkState := @notWorking;
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end;
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if (mainWorkState = @mainPicture) then
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begin
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//tempPtr1 := AddressTable(#colorAddressTable, 0, 21);
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FillFast(^$4748, 0, 120);
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//tempPtr2 := #screen_col_loc + 960; // keep color for scroll text
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fillfast(^$DBC0, $a, 40);
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// set current picture
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currentNaamaX := naamatCoordinates[currentNaama * 4];
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currentNaamaY := naamatCoordinates[currentNaama * 4 + 1];
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currentNaamaWidth := naamatCoordinates[currentNaama * 4 + 2];
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currentNaamaHeight := naamatCoordinates[currentNaama * 4 + 3];
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PrintCharToSprite(numbersPtr[0], @mainPartSmallFontLoc, @numberSpriteCopies);
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PrintCharToSprite(numbersPtr[1], @mainPartSmallFontLoc, @numberSpriteCopies + 64);
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PrintCharToSprite(numbersPtr[2], @mainPartSmallFontLoc, @numberSpriteCopies + 128);
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numbersPtr += 3;
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if (numbersPtr[0] = @cstop) then numbersPtr := #naamatNumbers;
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// print the name
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WriteMainName();
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if (namesPtr[0] = @cstop) then namesPtr := #naamatNames;
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plasmaHeight := 2;
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mainWorkState := @notWorking;
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end;
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end;
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end.
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