fix CheckIfNight logic, now activates between 6pm-6am instead of 0-6am
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@@ -408,12 +408,12 @@ GlovesFix:
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CheckIfNight:
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{
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LDA.l $7EF3C5 : CMP.b #$02 : BCC .day_time
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LDA $7EE000 : CMP.b #$12 : BCS .night_time
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LDA $7EE000 : CMP.b #$06 : BCC .night_time
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.day_time
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LDA.l $7EF3C5
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RTL
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.night_time
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LDA $7EE000 : CMP.b #$12 : BCS .day_time
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LDA.b #$03
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RTL
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}
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@@ -487,17 +487,17 @@ CheckIfNight16Bit:
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{
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; Don't change the spriteset during the intro sequence
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LDA.l $7EF3C5 : AND.w #$00FF : CMP.w #$0002 : BCC .day_time
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; If it's less than 6 am, jump to night time
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LDA $7EE000 : AND.w #$00FF : CMP.w #$0006 : BCC .night_time
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; 0x12 = 18 hours or 6 pm
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LDA $7EE000 : AND.w #$00FF : CMP.w #$0012 : BCS .night_time
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; If it's less than 6 am, jump to night time
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LDA $7EE000 : AND.w #$00FF : CMP.w #$0006 : BCC .night_time
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.day_time
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LDA.l $7EF3C5
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RTL
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.night_time
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; 0x12 = 18 hours or 6 pm
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LDA $7EE000 : AND.w #$00FF : CMP.w #$0012 : BCS .day_time
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; Load the gamestate 03 spritesets, but don't change the save ram
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LDA.l $7EF3C5 : CLC : ADC #$0001
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RTL
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; Load the gamestate 03 spritesets, but don't change the save ram
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LDA.l $7EF3C5 : CLC : ADC #$0001
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RTL
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}
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FixSaveAndQuit:
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