Cleanup menu components
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@@ -30,7 +30,6 @@ org $0DF14F ; AnimateHeartRefill
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LDA.b #$C7 : STA $01
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LDA.b #$7E : STA $02
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; ==========================================================
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; Main HUD Update Loop
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@@ -229,7 +228,6 @@ HUD_UpdateItemBox:
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.no_silver_arrows
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LDX.b #$02
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LDA $7EF377 : BNE .draw_bow_item_icon
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LDX.b #$01
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@@ -294,8 +292,6 @@ HUD_UpdateItemBox:
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CPX.w #$0010 : BNE .custom_rod_not_equipped
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LDA.w FishingOrPortalRod
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.custom_rod_not_equipped
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JSR HUD_DrawItem
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@@ -446,7 +442,7 @@ org $0DF701
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; Lamp
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org $0DF6F1
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dw $24BC, $24BD, $24CC, $64CC
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; Fire Rod
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org $0DF6B1
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dw $2CB0, $2CBE, $2CC0, $2CC1
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@@ -468,7 +464,6 @@ org $0DF859
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dw $24D4, $24D5, $24E4, $24E5 ; Red
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dw $34D4, $34D5, $34E4, $34E5 ; Gold
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; Roc's Feather (Net)
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org $0DF731
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dw $2840, $2841, $3C42, $3C43 ; Roc's Feather
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@@ -518,16 +513,16 @@ org $0DF7B9
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dw $3469, $7469, $3479, $7479
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; Stone Mask (Flippers Slot)
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org $0DF811
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org $0DF811
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dw $20F5, $20F5, $20F5, $20F5
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dw $30B4, $30B5, $30C4, $30C5
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; =========================================================
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; $6FE77-$6FFC0
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org $0DFE77
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org $0DFE77
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HUD_Tilemap:
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incbin tilemaps/hud.tilemap
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incbin tilemaps/hud.tilemap
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; #_02816A: JSL RebuildHUD_Keys
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@@ -537,7 +532,7 @@ incbin tilemaps/hud.tilemap
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; ==========================================================
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; $57CE0 DATA
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org $0AFCE0
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org $0AFCE0
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FloorIndicatorNumberHigh:
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{
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dw $2508, $2509, $2509, $250A, $250B, $250C, $250D, $251D
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@@ -567,7 +562,7 @@ FloorIndicator:
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; disable the floor indicator during the next frame.
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LDA.w #$0000
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.dont_disable
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STA $04A0
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PHB : PHK : PLB
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LDA.w #$251E : STA $7EC7F0
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@@ -587,18 +582,16 @@ FloorIndicator:
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; Check the world state
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LDA $7EF3C5 : CMP.b #$02 : BCS .no_rain_state
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; cause the ambient rain sound to occur (indoor version)
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LDA.b #$05 : STA $012D
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.no_rain_state
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; cause the ambient rain sound to occur (indoor version)
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LDA.b #$05 : STA $012D
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.no_rain_state
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REP #$20
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.not_floor_1F
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.sanctuary_rat_room
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.not_floor_1F
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.sanctuary_rat_room
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LDA $A4 : AND.w #$00FF
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BRA .set_floor_indicator_number
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.basement_floor
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.basement_floor
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SEP #$20
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; turn off any ambient sound effects
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LDA.b #$05 : STA $012D
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@@ -606,7 +599,7 @@ FloorIndicator:
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INX #2
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LDA $A4 : ORA.w #$FF00 : EOR.w #$FFFF
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.set_floor_indicator_number
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.set_floor_indicator_number
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ASL A : TAY
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@@ -622,7 +615,7 @@ FloorIndicator:
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RTL
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.hide_indicator ; *$57D90 ALTERNATE ENTRY POINT
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.hide_indicator ; *$57D90 ALTERNATE ENTRY POINT
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REP #$20
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@@ -634,4 +627,4 @@ FloorIndicator:
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RTL
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}
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pullpc
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pullpc
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