add explicit length suffices
This commit is contained in:
@@ -359,12 +359,12 @@ SpritePrep_Floater:
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Sprite_Floater:
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{
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; Floater Draw, allocate 4 tiles to use for the hud
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LDA SprMiscG, X : BEQ +
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LDA.w SprMiscG, X : BEQ +
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JSL Sprite_DrawWaterRipple
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+
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JSR Sprite_Floater_Draw
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LDA SprMiscG, X : BNE +
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LDA.w SprMiscG, X : BNE +
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JSL Sprite_DrawShadow
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+
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@@ -52,7 +52,7 @@ pullpc
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HookMaskCheck:
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{
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LDA GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask
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LDA.w GoldstarOrHookshot : AND.w #$00FF : CMP.w #$0002 : BNE .not_mask
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LDA $0202 : AND.w #$00FF : CMP.w #$0003 : BNE .not_mask
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; morning star graphics oam tile pattern id
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LDA.w $0109 : AND #$FF00 : ORA.w #$004A
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@@ -88,7 +88,7 @@ pullpc
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; $22D4C0 - Hooked into AncillaDraw_Hookshot @ _08BF2D
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BallChain_DrawOrReturn:
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{
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LDA GoldstarOrHookshot : CMP #$02 : BEQ +
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LDA.w GoldstarOrHookshot : CMP #$02 : BEQ +
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LDA #$00 : STA ($92),Y
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RTL
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+ ; $22D4CD
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@@ -107,7 +107,7 @@ pullpc
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BallChain_ExtraCollisionLogic:
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{
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TAX
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LDA GoldstarOrHookshot : CMP #$02 : BNE + ; Check if using goldstar
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LDA.w GoldstarOrHookshot : CMP #$02 : BNE + ; Check if using goldstar
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TXA : CMP #$0A : BNE ++
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LDA #$FF : BRA ++
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+ ; $22D4F2
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@@ -236,7 +236,7 @@ pullpc
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; Sets Link state to 0x00 and resets the hookshot timer
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BallChain_ResetTimer:
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{
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LDA GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer
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LDA.w GoldstarOrHookshot : CMP #$02 : BNE .dont_clear_timer
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STZ $7A ; Clear the timer
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.dont_clear_timer
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STZ $5D ; Return to LinkState_Default
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@@ -257,7 +257,7 @@ pullpc
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; Natively NOPs out the bytes 08BFDA - 08BFEA
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BallChain_DrawChainOrHookshot:
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{
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LDA GoldstarOrHookshot : CMP #$02 : BEQ +
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LDA.w GoldstarOrHookshot : CMP #$02 : BEQ +
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LDA #$19 : STA ($90),Y
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JSR BallChainOrHookshot_Modifier ; $D820
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ORA.b #$02
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@@ -295,7 +295,7 @@ pullpc
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; $22D850 - Modify the palette
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Goldstar_SetChainProperties:
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{
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LDA GoldstarOrHookshot : CMP #$02 : BEQ .ball_chain
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LDA.w GoldstarOrHookshot : CMP #$02 : BEQ .ball_chain
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LDA HookshotSpriteData.prop, X
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ORA.b #$02 : ORA.b $65
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RTL
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@@ -951,7 +951,7 @@ Hookshot_Init:
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BeginGoldstarOrHookshot:
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{
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LDA GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar
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LDA.w GoldstarOrHookshot : CMP #$02 : BEQ .begin_goldstar
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JMP .begin_hookshot
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.begin_goldstar:
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@@ -987,9 +987,9 @@ ApplyGoldstarDamageClass:
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{
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PHA
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; If the hookshot is active
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LDA $0202 : CMP.b #$03 : BNE .return
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LDA.w $0202 : CMP.b #$03 : BNE .return
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; If the goldstar is active, swap in the damage class
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LDA GoldstarOrHookshot : CMP #$02 : BNE .return
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LDA.w GoldstarOrHookshot : CMP.b #$02 : BNE .return
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PLA
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LDA #$02
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JMP .apply
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@@ -1005,11 +1005,11 @@ ApplyGoldstarDamageClass:
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CheckForSwitchToGoldstar:
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{
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%CheckNewR_ButtonPress() : BEQ .continue
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LDA GoldstarOrHookshot : CMP #$01 : BEQ .set_hookshot
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LDA #$01 : STA GoldstarOrHookshot
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LDA.w GoldstarOrHookshot : CMP.b #$01 : BEQ .set_hookshot
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LDA.b #$01 : STA.w GoldstarOrHookshot
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JMP .continue
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.set_hookshot:
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LDA #$02 : STA GoldstarOrHookshot
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LDA.b #$02 : STA.w GoldstarOrHookshot
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.continue:
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LDA.b $3A : AND.b #$40 ; Restore vanilla code
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RTL
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@@ -127,9 +127,9 @@ LinkState_UsingQuake:
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; -------------------------------------------------
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; Prevent repeat spellcast set
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LDA.b #$01 : STA.w $0324
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LDA.b #$12 : STA LinkZ
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LDA.b #$FF : STA FallTimer
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LDA.b #$01 : STA DekuFloating
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LDA.b #$12 : STA.w LinkZ
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LDA.b #$FF : STA.w FallTimer
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LDA.b #$01 : STA.w DekuFloating
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; -------------------------------------------------
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.exit
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@@ -353,7 +353,7 @@ Link_TransformMoosh:
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; This is used to change the animation during 0x0A (Using Quake Medallion)
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DekuLink_SpinOrRecoil:
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{
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LDA DekuFloating : BEQ .spin
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LDA.w DekuFloating : BEQ .spin
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LDA.w !CurrentMask : CMP.b #$07 : BNE +
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LDY.b #$1C
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JML $0DA435 ; JML $0DA40B
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@@ -423,25 +423,25 @@ HandleMovement:
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LDA.w .drag_y_high, Y : ADC.w $0B7F : STA.w $0B7F
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LDA #$02 : STA $031C
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LDA #$05 : STA $3D
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LDA #$02 : STA LinkFaceDir
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LDA #$02 : STA.w LinkFaceDir
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.not_down
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LDA $F0 : AND #$02 : BEQ .not_left
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LDY #$02
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LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL
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LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
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LDA.w .drag_x_high, Y : ADC.w DragYH : STA.w DragYH
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LDA #$03 : STA $031C
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LDA #$05 : STA $3D
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LDA #$04 : STA LinkFaceDir
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LDA #$04 : STA.w LinkFaceDir
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.not_left
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LDA $F0 : AND #$01 : BEQ .not_right
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LDY #$03
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LDA.w .drag_x_low, Y : CLC : ADC.w DragYL : STA.w DragYL
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LDA.w .drag_x_high, Y : ADC.w DragYH : STA DragYH
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LDA.w .drag_x_high, Y : ADC.w DragYH : STA.w DragYH
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LDA #$04 : STA $031C
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LDA #$05 : STA $3D
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LDA #$06 : STA LinkFaceDir
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LDA #$06 : STA.w LinkFaceDir
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.not_right
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RTS
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@@ -482,8 +482,8 @@ DekuLink_HoverBasedOnInput:
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JSL Link_CancelDash
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; Pos - Cache Pos = difference
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LDA LinkX : SEC : SBC $3F : STA $31
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LDA LinkY : SEC : SBC $3E : STA $30
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LDA.w LinkX : SEC : SBC $3F : STA $31
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LDA.w LinkY : SEC : SBC $3E : STA $30
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LDA $5C : AND #$1F : BNE .continue_me
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DEC $24
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@@ -491,7 +491,7 @@ DekuLink_HoverBasedOnInput:
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LDA $5C : BEQ .auto_cancel
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LDA DekuFloating : BEQ .no_bomb_drop
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LDA.w DekuFloating : BEQ .no_bomb_drop
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LDA $F0 : AND #%01000000 : BEQ .no_bomb_drop
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LDY.b #$01 : LDA.b #$07 ; ANCILLA 07
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JSL $09811F ; AncillaAdd_Bomb
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@@ -234,7 +234,7 @@ Menu_DrawItemName:
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RTS
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.goldstar
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LDA GoldstarOrHookshot : CMP.b #$02 : BNE .draw_item
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LDA.w GoldstarOrHookshot : CMP.b #$02 : BNE .draw_item
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JSR DrawGoldstarName
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RTS
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@@ -498,7 +498,7 @@ org $00FC6A
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;$0B/FEBE 8F 40 C5 7E STA $7EC540
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;$0B/FEC2 8F 40 C3 7E STA $7EC340
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if ZS_CUSTOM_OW_V2 = 0
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if ZS_CUSTOM_OW_V2 == 0
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; Custom BG Color Mosaic Background Color fix
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org $028464
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NOP #6
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@@ -517,7 +517,7 @@ org $02AE92
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; org $0BFEB6 VANILLA DAY/NIGHT HOOK
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; ZS OW - ReplaceBGColor
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if ZS_CUSTOM_OW_V2 = 0
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if ZS_CUSTOM_OW_V2 == 0
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org $2886B4
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STA !pal_color
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JSL BackgroundFix
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@@ -525,7 +525,7 @@ org $2886B4
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endif
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; ZS OW - CheckForChangeGraphicsTransitionLoad
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if ZS_CUSTOM_OW_V2 = 1
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if ZS_CUSTOM_OW_V2 == 1
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org $289447
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JSL SubAreasFix
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else
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@@ -119,7 +119,7 @@ Sprite_DarkLink_Prep:
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}
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DarkLink_Palette:
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dw #$7FFF, #$14A5, #$2108, #$294A, #$1CF5, #$7E4E, #$3DEF, #$6FF4
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dw $7FFF, $14A5, $2108, $294A, $1CF5, $7E4E, $3DEF, $6FF4
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; =========================================================
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