Update SRAM item names
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@@ -100,33 +100,33 @@ Dreams = $7EF410
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; 0x03 - Silver bow
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; 0x04 - Silver bow and arrows
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; Picking the arrow and nonarrow versions is done by the HUD draw routines
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BOW = $7EF340
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Bow = $7EF340
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; 0x00 - Nothing
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; 0x01 - Blue boomerang
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; 0x02 - Red boomerang
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BOOMER = $7EF341
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Boomerang = $7EF341
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; 0x00 - Nothing
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; 0x01 - Hookshot
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; 0x02 - Goldstar (L/R)
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HOOKSHOT = $7EF342
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Hookshot = $7EF342
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; Number of bombs
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BOMBS = $7EF343
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Bombs = $7EF343
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; 0x00 - Nothing
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; 0x01 - Mushroom
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; 0x02 - Powder
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SHROOM = $7EF344
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MagicPowder = $7EF344
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; 0x00 - Nothing
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; 0x01 - Fire rod
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FIREROD = $7EF345
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FireRod = $7EF345
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; 0x00 - Nothing
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; 0x01 - Ice rod
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ICEROD = $7EF346
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IceRod = $7EF346
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; 0x00 - Nothing
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; 0x01 - Zora Mask
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@@ -142,17 +142,17 @@ DekuMask = $7EF349
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; 0x00 - Nothing
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; 0x01 - Lamp
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LAMP = $7EF34A
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Lamp = $7EF34A
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; 0x00 - Nothing
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; 0x01 - Magic hammer
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HAMMER = $7EF34B
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Hammer = $7EF34B
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; 0x00 - Nothing
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; 0x01 - Shovel
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; 0x02 - Inactive flute
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; 0x03 - Active flute
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FLUTE = $7EF34C
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Flute = $7EF34C
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; 0x00 - Nothing
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; 0x01 - Roc's Feather
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@@ -160,7 +160,7 @@ RocsFeather = $7EF34D
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; 0x00 - Nothing
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; 0x01 - Book of Mudora
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BOOK = $7EF34E
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Book = $7EF34E
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; 0x00 - Nothing
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; Other values indicate the index of the currently selected bottle
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@@ -168,39 +168,39 @@ BottleIndex = $7EF34F
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; 0x00 - Nothing
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; 0x01 - Cane of Somaria
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SOMARIA = $7EF350
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Somaria = $7EF350
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; 0x00 - Nothing
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; 0x01 - Cane of Byrna
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BYRNA = $7EF351
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Byrna = $7EF351
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; 0x00 - Nothing
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; 0x01 - Magic cape
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CAPE = $7EF352
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; 0x01 - Stone Mask
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StoneMask = $7EF352
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; 0x00 - Nothing
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; 0x01 - Letter (works like mirror)
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; 0x02 - Mirror
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; 0x03 - Deleted triforce item
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MIRROR = $7EF353
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Mirror = $7EF353
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; 0x00 - Lift 1 (nothing)
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; 0x01 - Lift 2 (power glove)
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; 0x02 - Lift 3 (titan's mitt)
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GLOVES = $7EF354
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Gloves = $7EF354
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; 0x00 - Nothing
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; 0x01 - Pegasus boots
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; bit 2 of $7E:F379 also needs to be set to actually dash
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BOOTS = $7EF355
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Boots = $7EF355
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; 0x00 - Nothing
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; 0x01 - Zora's flippers
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FLIPPERS = $7EF356
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Flippers = $7EF356
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; 0x00 - Nothing
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; 0x01 - Moon pearl
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PEARL = $7EF357
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Pearl = $7EF357
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; 0x00 - Nothing
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; 0x01 - Wolf Mask
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@@ -212,18 +212,18 @@ WolfMask = $7EF358
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; 0x03 - Tempered sword
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; 0x04 - Golden sword
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; 0xFF - Set when sword is handed in to smithy
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SWORD = $7EF359
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Sword = $7EF359
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; 0x00 - Nothing
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; 0x01 - Fighter shield
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; 0x02 - Fire shield
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; 0x03 - Mirror shield
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SHIELD = $7EF35A
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Shield = $7EF35A
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; 0x00 - Green mail
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; 0x01 - Blue mail
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; 0x02 - Red mail
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ARMOR = $7EF35B
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Armor = $7EF35B
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; 0x00 - Nothing
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; 0x01 - Mushroom (unused)
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@@ -243,7 +243,8 @@ Bottle4 = $7EF35F
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; Number of rupees you have
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; RUPEEDISP will be incremented or decremented until it reaches this value
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RUPEES = $7EF360
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Rupees = $7EF360
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RupeesGoal = $7EF361
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; Rupee count displayed on the HUD
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RUPEEDISP = $7EF362
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@@ -292,7 +293,7 @@ MAXHP = $7EF36C
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CURHP = $7EF36D
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; Magic power, capped at 128
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MAGPOW = $7EF36E
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MagicPower = $7EF36E
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; Current number of keys for whatever dungeon is loaded
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KEYS = $7EF36F
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@@ -303,7 +304,7 @@ ARROWCAP = $7EF371
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; Refills health
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; Expects multiples of 8
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HEALME = $7EF372
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HeartRefill = $7EF372
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; Refills magic
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ZAPME = $7EF373
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@@ -312,7 +313,7 @@ ZAPME = $7EF373
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; r - Wisdom (red)
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; b - Power (blue)
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; g - Courage (green)
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PENDANTS = $7EF374
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Pendants = $7EF374
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; Refills bombs
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BOMBME = $7EF375
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@@ -321,7 +322,7 @@ BOMBME = $7EF375
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SHOOTME = $7EF376
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; Arrow count
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ARROWS = $7EF377
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Arrows = $7EF377
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; Unused
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UNUSED_7EF378 = $7EF378
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@@ -338,7 +339,7 @@ UNUSED_7EF378 = $7EF378
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; l - Lift
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; This only controls the display of "LIFT.1"
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; If this bit is unset but LIFT is set then the proper lift text is displayed
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ABILITY = $7EF379
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Ability = $7EF379
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; Dungeon ID Legend
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; Mushroom Grotto ID 0x0C (Palace of Darkness)
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@@ -364,7 +365,7 @@ Crystals = $7EF37A
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; 0x02 - Quarter magic
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; Quarter magic has no special HUD graphic, unlike half magic
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; Also, not everything is necessarily quarter magic
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MAGCON = $7EF37B
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MagicUsage = $7EF37B
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; Keys earned per dungeon
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; Sewers and Castle are kept in sync
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@@ -422,7 +423,7 @@ MAPICON = $7EF3C7
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; 0x04 - Throne
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; 0x05 - Old man cave
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; 0x06 - Old man home
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SPAWNPT = $7EF3C8
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SpawnPoint = $7EF3C8
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; Another bitfield for progress
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; t.dp s.bh
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