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-rw-r--r--taipan.c19
1 files changed, 13 insertions, 6 deletions
diff --git a/taipan.c b/taipan.c
index 9731162..4e042ee 100644
--- a/taipan.c
+++ b/taipan.c
@@ -122,6 +122,7 @@ extern void __fastcall__ clear_lorcha(int which);
/* used to set the background/text colors here, but now the
title screen does it (newtitle.s) */
void atari_text_setup() {
+#ifndef CART_TARGET
jsleep(1);
POKE(560, PEEK(212)); // restore the
POKE(561, PEEK(213)); // display list
@@ -129,6 +130,7 @@ void atari_text_setup() {
POKE(559, 34); // turn on the screen (normal playfield)
jsleep(1);
POKE(756, FONT_ADDR / 256); // use our custom font
+#endif
POKE(731, 1); // disable keyclick on XL/XE (does nothing on 400/800)
}
@@ -252,9 +254,14 @@ void cprint_li_yuen(void);
unsigned char firmpos;
-/* use page 6 for these buffers */
+/* use page 6 for these buffers, for .xex build. Otherwise they'e BSS. */
+#ifdef CART_TARGET
+char firm[23];
+char num_buf[20];
+#else
char *firm = (char *) 0x680;
char *num_buf = (char *) 0x600;
+#endif
char *item[] = { "Opium", "Silk", "Arms", "General Cargo" };
@@ -1939,12 +1946,12 @@ void final_stats(void)
/* restore CHBAS to its original value, generally the ROM font.
This is called fontsave in newtitle.s. */
- POKE(756, PEEK(0x6fc));
+ POKE(756, PEEK(0x3c1));
/* restore COLOR1 and COLOR2. These locations are called
color1save and color2save in newtitle.s. */
- POKE(709, PEEK(0x6fd));
- POKE(710, PEEK(0x6fe));
+ POKE(709, PEEK(0x3c2));
+ POKE(710, PEEK(0x3c3));
exit(0);
}
@@ -2392,7 +2399,7 @@ void li_yuen_extortion(void) {
compradores_report();
cprint_li_yuen();
- cputs("asks ");
+ cputs(" asks ");
cprintfancy(amount);
cputs(" in donation\r\nto the temple of Tin Hau, the Sea\r\nGoddess. Will you pay? ");
choice = yngetc(0);
@@ -3207,7 +3214,7 @@ int main(void) {
if((port != 1) && (li == 0) && (!one_chance_in(4))) {
compradores_report();
cprint_li_yuen();
- cputs("has sent a Lieutenant,\r\n"
+ cputs(" has sent a Lieutenant,\r\n"
"Taipan. He says his admiral wishes\r\n"
"to see you in Hong Kong, posthaste!\r\n");
bad_joss_sound();