Cleanup Asar warnings with deprecated #$ format in tables
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@@ -1,6 +1,6 @@
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; ========================================
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; =========================================================
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; GBC Link
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; ========================================
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; =========================================================
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UpdateGbcPalette:
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{
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@@ -13,46 +13,38 @@ UpdateGbcPalette:
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.loop
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LDA.l GameboyLinkPalette, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop
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SEP #$30 ; go back to 8 bit mode
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INC $15 ; update the palette
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RTL ; or RTS depending on where you need it
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.blue_mail
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.blue_mail
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LDX #$001E
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.loop2
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LDA.l GameboyLinkBlueMail, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop2
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.loop2
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LDA.l GameboyLinkBlueMail, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop2
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SEP #$30 ; go back to 8 bit mode
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INC $15 ; update the palette
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RTL ; or RTS depending on where you need it
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.red_mail
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.red_mail
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LDX #$001E
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.loop3
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LDA.l GameboyLinkRedMail, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop3
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.loop3
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LDA.l GameboyLinkRedMail, X : STA $7EC6E0, X
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DEX : DEX : BPL .loop3
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SEP #$30 ; go back to 8 bit mode
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INC $15 ; update the palette
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RTL ; or RTS depending on where you need it
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}
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GameboyLinkPalette:
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{
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078
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dw #$46FF, #$22A2, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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dw $0000, $7FFF, $237E, $B711, $369E, $14A5, $01FF, $1078
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dw $46FF, $22A2, $3B68, $0A4A, $12EF, $2A5C, $1571, $7A18
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GameboyLinkBlueMail:
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{
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078
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dw #$46FF, #$4D25, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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dw $0000, $7FFF, $237E, $B711, $369E, $14A5, $01FF, $1078
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dw $46FF, $4D25, $3B68, $0A4A, $12EF, $2A5C, $1571, $7A18
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GameboyLinkRedMail:
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{
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dw #$0000, #$7FFF, #$237E, #$B711, #$369E, #$14A5, #$01FF, #$1078
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dw #$46FF, #$081D, #$3B68, #$0A4A, #$12EF, #$2A5C, #$1571, #$7A18
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}
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dw $0000, $7FFF, $237E, $B711, $369E, $14A5, $01FF, $1078
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dw $46FF, $081D, $3B68, $0A4A, $12EF, $2A5C, $1571, $7A18
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LinkState_GameboyInDungeonEntrance:
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{
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@@ -60,12 +52,9 @@ LinkState_GameboyInDungeonEntrance:
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LDA $0FFF : CMP #$00 : BEQ .return
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LDA.w !CurrentMask : CMP.b #$05 : BEQ .return
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LDA $BC : CMP #$06 : BEQ .return
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JSL UpdateGbcPalette
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LDA #$3B : STA $BC ; change link's sprite
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.return
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LDA #$3B : STA $BC ; change link's sprite
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.return
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JSL $0AFE80 ; Underworld_HandleLayerEffect
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RTL
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}
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@@ -76,13 +65,11 @@ LoadOverworld_CheckForGbcLink:
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LDA $0FFF : BEQ .return_lw
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LDA.w !CurrentMask : CMP.b #$05 : BEQ .return
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LDA.b #$06 : STA $02B2
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LDA.b #$3B : STA $BC ; change link's sprite
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LDA.b #$3B : STA $BC ; change link's sprite
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JSL UpdateGbcPalette
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JMP .return
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.return_lw
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STZ.w $02B2
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.return
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JSL Palette_ArmorAndGloves
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STZ.b $B0
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@@ -92,7 +79,7 @@ LoadOverworld_CheckForGbcLink:
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OverworldTransition_CheckForGbcLink:
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{
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LDA $0FFF : BEQ .return
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LDA $0FFF : BEQ .return
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LDA.w !CurrentMask : CMP.b #$05 : BEQ .return
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LDA #$3B : STA $BC ; change link's sprite
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LDA #$06 : STA $02B2
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@@ -124,8 +111,7 @@ LinkState_GameboyForm:
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LDA $0FFF : BEQ .return ; not in dark world
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.transform
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%PlayerTransform()
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LDA #$3B : STA $BC ; change link's sprite
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LDA #$3B : STA $BC ; change link's sprite
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LDA #$06 : STA $02B2
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JSL UpdateGbcPalette
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BRA .return
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@@ -135,9 +121,8 @@ LinkState_GameboyForm:
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LDA #$10 : STA $BC
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STZ $02B2
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JSL Palette_ArmorAndGloves
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.return
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JSL $07F1E6
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JSL $07F1E6
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RTL
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}
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pushpc
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pushpc
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