update time system defines
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@@ -12,7 +12,7 @@ TimeSpeed = $7EE002
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; HUD Template adjusts timer's color
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org $0DFF07
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db $10, $24, $11, $24
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db $10, $24, $11, $24
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db $6C, $25
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db $90, $24, $90, $24
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db $6C, $25, $90, $24, $90, $24
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@@ -20,14 +20,14 @@ org $0DFF07
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; Sprite_Main.dont_reset_drag
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; Executes every frame to update the clock
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org $068361
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JSL HUD_ClockDisplay
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JSL HUD_ClockDisplay
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pullpc
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HUD_ClockDisplay:
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{
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JSR RunClock
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JSR DrawClockToHud
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JSL $09B06E ; Restore Garnish_ExecuteUpperSlots_long
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RTL
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JSR RunClock
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JSR DrawClockToHud
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JSL $09B06E ; Restore Garnish_ExecuteUpperSlots_long
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RTL
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}
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; Zarby Intro and Credits fix
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@@ -87,7 +87,7 @@ DrawClockToHud:
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STA.l !hud_min_high
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LDA #$30 : STA.l !hud_min_high+1 ; white palette
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.finish_draw
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INX : CPX #$02 : BMI .debut
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INX : CPX #$02 : BMI .debut
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RTS
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}
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@@ -284,24 +284,24 @@ org $00FC6A : JSL CheckIfNight16Bit
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; ----[ Day / Night system * palette effect ]----
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; =========================================================
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!blue_value = $7EE010
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!green_value = $7EE012
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!red_value = $7EE014
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!BlueVal = $7EE010
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!GreenVal = $7EE012
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!RedVal = $7EE014
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!temp_value = $7EE016
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!pal_color = $7EE018
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!TempPalColor = $7EE016
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!SubPalColor = $7EE018
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Overworld_CopyPalettesToCache = $02C769
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org $02FF80 ; free space on bank $02
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PaletteBufferToEffective:
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JSR $C769 ; $02:C65F -> palette buffer to effective routine
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RTL
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JSR $C769 ; $02:C65F -> palette buffer to effective routine
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RTL
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RomToPaletteBuffer:
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JSR $AAF4 ; $02:AAF4 -> change buffer palette of trees,houses,rivers,etc.
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JSR $C692 ; $02:C692 -> rom to palette buffer for other colors
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RTL
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JSR $AAF4 ; $02:AAF4 -> change buffer palette of trees,houses,rivers,etc.
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JSR $C692 ; $02:C692 -> rom to palette buffer for other colors
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RTL
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PalBuf300_HUD = $7EC300
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PalBuf340_BG = $7EC340
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@@ -323,14 +323,14 @@ org $1BEF84 : JSL LoadDayNightPaletteEffect
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pullpc
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LoadDayNightPaletteEffect:
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{
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STA.l !pal_color : CPX #$0041 : BPL .title_check
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STA.l !SubPalColor : CPX #$0041 : BPL .title_check
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STA.l PalBuf300_HUD, X
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RTL
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.title_check
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; title or file select screen ?
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LDA $10 : AND #$00FF : CMP #$0002 : BCS .outin_check
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LDA.l !pal_color
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LDA.l !SubPalColor
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STA.l PalBuf300_HUD, X
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RTL
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.outin_check
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@@ -339,13 +339,13 @@ LoadDayNightPaletteEffect:
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CMP.w #$0012 : BCS .restorecode
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BRA .overworld
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.restorecode
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LDA.l !pal_color
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LDA.l !SubPalColor
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STA.l PalBuf300_HUD, X
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RTL
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.overworld
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LDA $1B : AND #$00FF : BEQ .outdoors2
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LDA.l !pal_color
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LDA.l !SubPalColor
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STA.l PalBuf300_HUD,X
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RTL
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.outdoors2
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@@ -359,43 +359,47 @@ LoadDayNightPaletteEffect:
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; =========================================================
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!SmallestBlue = #$0400
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!SmallestGreen = #$0020
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!SmallestRed = #$0001
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ColorSubEffect:
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{
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LDA.l Hours : AND #$00FF : CLC : ADC.l Hours ; hours * 2
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AND #$00FF : TAX
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LDA.l Hours : AND #$00FF : CLC : ADC.l Hours ; hours * 2
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AND #$00FF : TAX
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; Subtract amount to blue field based on a table
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LDA.l !pal_color : AND #$7C00 : STA !blue_value
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SEC : SBC.l .blue, X : STA !temp_value
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LDA.l !SubPalColor : AND #$7C00 : STA !BlueVal
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SEC : SBC.l .blue, X : STA !TempPalColor
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; mask out everything except the blue bits
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AND #$7C00 : CMP !temp_value : BEQ .no_blue_sign_change ; overflow ?
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LDA #$0400 ; LDA smallest blue value
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AND #$7C00 : CMP !TempPalColor : BEQ .no_blue_sign_change ; overflow ?
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LDA !SmallestBlue
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.no_blue_sign_change
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STA.l !blue_value
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STA.l !BlueVal
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; Subtract amount to blue field based on a table
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LDA !pal_color : AND #$03E0 : STA !green_value
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SEC : SBC.l .green, X : STA.l !temp_value
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LDA !SubPalColor : AND #$03E0 : STA !GreenVal
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SEC : SBC.l .green, X : STA.l !TempPalColor
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; Mask out everything except the green bits
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AND #$03E0 : CMP !temp_value : BEQ .no_green_sign_change ; overflow ?
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LDA #$0020 ; LDA smallest green value
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AND #$03E0 : CMP !TempPalColor : BEQ .no_green_sign_change ; overflow ?
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LDA !SmallestGreen
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.no_green_sign_change
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STA.l !green_value
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STA.l !GreenVal
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; substract amount to red field based on a table
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LDA.l !pal_color : AND #$001F : STA.l !red_value
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SEC : SBC.l .red, X : STA.l !temp_value
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LDA.l !SubPalColor : AND #$001F : STA.l !RedVal
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SEC : SBC.l .red, X : STA.l !TempPalColor
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; mask out everything except the red bits
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AND #$001F : CMP !temp_value : BEQ .no_red_sign_change ; overflow ?
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LDA #$0001 ; LDA smallest red value
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AND #$001F : CMP !TempPalColor : BEQ .no_red_sign_change ; overflow ?
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LDA !SmallestRed
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.no_red_sign_change
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STA.l !red_value
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STA.l !RedVal
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LDA.l !blue_value : ORA.l !green_value : ORA.l !red_value
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RTL
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LDA.l !BlueVal : ORA.l !GreenVal : ORA.l !RedVal
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RTL
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; color_sub_tables : 24 * 2 bytes each = 48 bytes
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; (2 bytes = 1 color sub for each hour)
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@@ -450,34 +454,34 @@ MosaicFix:
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SubAreasFix:
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{
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BEQ .no_effect
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STA.l !pal_color
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PHX
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STA.l !SubPalColor
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PHX
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REP #$20
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JSL ColorSubEffect
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SEP #$20
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PLX
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PLX
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.no_effect
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STA.l PalBuf300_HUD
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STA.l PalBuf340_BG
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RTL
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STA.l PalBuf300_HUD
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STA.l PalBuf340_BG
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RTL
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}
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GlovePalettePosition = $7EC4FA
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GlovesFix:
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{
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STA.l !pal_color
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LDA $1B : AND #$00FF : BEQ .outdoors3
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LDA.l !pal_color
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STA.l !SubPalColor
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LDA $1B : AND #$00FF : BEQ .outdoors3
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LDA.l !SubPalColor
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STA GlovePalettePosition
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RTL
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.outdoors3:
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PHX
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JSL ColorSubEffect
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PLX
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STA GlovePalettePosition
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RTL
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PHX
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JSL ColorSubEffect
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PLX
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STA GlovePalettePosition
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RTL
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}
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ColorBgFix:
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@@ -488,7 +492,7 @@ ColorBgFix:
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LDA.b $10 : CMP.b #$17 : BEQ .vanilla
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REP #$30
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PLA
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STA.l !pal_color
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STA.l !SubPalColor
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JSL ColorSubEffect
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STA.l PalCgram500_HUD
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STA.l PalCgram540_BG
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@@ -534,7 +538,7 @@ FixShockPalette:
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PHA
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LDA.b $1B : BNE .indoors
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PLA
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STA !pal_color
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STA !SubPalColor
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PHX
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JSL ColorSubEffect
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PLX
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@@ -617,10 +621,10 @@ org $1BEE2D : JSL GlovesFix
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org $0ED956 : JSL FixDungeonMapColors
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; UnderworldMap_RecoverGFX
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org $0AEFA6 : JSL RestoreTimeForDungeonMap
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org $0AEFA6 : JSL RestoreTimeForDungeonMap
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; RefreshLinkEquipmentPalettes
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org $0ED745 : JSL FixShockPalette
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org $0ED745 : JSL FixShockPalette
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; GameOver_SaveAndQuit:
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org $09F604 : JSL FixSaveAndQuit
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org $09F604 : JSL FixSaveAndQuit
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