add eon abyss map progression checks
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@@ -50,22 +50,36 @@ MapIconDraw:
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.draw_prizes
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LDA.b $8A : AND.b #$40 : BEQ .lwprizes
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; TODO: Place the pendant positions
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; X position
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LDA.b #$00 : STA.l $7EC10B
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LDA.b #$89 : STA.l $7EC10A ; Upper nybble control Zoomed low X pos
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; Y position
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LDA.b #$00 : STA.l $7EC109
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LDA.b #$E4 : STA.l $7EC108 ; Upper nybble control Zoomed low Y pos
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; Tile GFX
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LDA.b #$66 : STA.b $0D
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LDA.b #$34 : STA.b $0C
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; Tile Size
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LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
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LDA.b #$0E : STA.l $7EC025 ; OAM Slot used
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JSR HandleMapDrawIcon
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; TODO: Draw the pendants and master sword based on progression
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LDA.l OOSPROG : AND.b #$10 : BNE .check_master_sword
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.check_master_sword
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; TODO: Draw the master sword on the light world
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LDA.l OOSPROG : AND.b #$20 : BNE .check_fortress
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.check_fortress
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LDA.l OOSPROG : AND.b #$40 : BNE .check_final_boss
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.check_final_boss
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AND.b #$80 : BNE .exit_dw
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; This is a skull icon, use this for the fortress or final boss?
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; X position
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LDA.b #$00 : STA.l $7EC10B
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LDA.b #$89 : STA.l $7EC10A ; Upper nybble control Zoomed low X pos
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; Y position
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LDA.b #$00 : STA.l $7EC109
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LDA.b #$E4 : STA.l $7EC108 ; Upper nybble control Zoomed low Y pos
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; Tile GFX
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LDA.b #$66 : STA.b $0D
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LDA.b #$34 : STA.b $0C
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; Tile Size
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LDA.b #$02 : STA.b $0B ; 02 = 16x16, 00 = 8x8
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LDA.b #$0E : STA.l $7EC025 ; OAM Slot used
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JSR HandleMapDrawIcon
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.exit_dw
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JMP restore_coords_and_exit
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.lwprizes
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@@ -278,6 +292,8 @@ FixMaskPaletteOnExit:
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RTL
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}
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warnpc $0AC387
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org $0ABC76
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JSL FixMaskPaletteOnExit
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