housekeeping
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@@ -766,73 +766,45 @@ FloorIndicatorNumberLow:
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; *$57D0C-$57DA7 JUMP LOCATION (LONG)
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org $0AFD0C
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FloorIndicator:
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{
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; Handles display of the Floor indicator on BG3 (1F, B1, etc)
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REP #$30
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{
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REP #$30
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LDA $04A0 : AND.w #$00FF : BEQ .hideIndicator
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INC A : CMP.w #$00C0 : BNE .dontDisable
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; if the count up timer reaches 0x00BF frames, disable the floor indicator during the next frame.
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LDA.w #$0000
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.dontDisable
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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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INC A : STA $7EC832
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INC A : STA $7EC830
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LDA.w #$250F : STA $7EC7F2
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LDX.w #$0000
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; this confused me at first, but it's actually looking at whether $A4[1]
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; has a negative value $A3 has nothing to do with $A4
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LDA $A3 : BMI .basementFloor
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; check which floor Link is on.
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LDA $A4 : BNE .notFloor1F
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LDA $A0 : CMP.w #$0002 : BEQ .sanctuaryRatRoom
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SEP #$20
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; Check the world state
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LDA $7EF3C5 : CMP.b #$02 : BCS .noRainSound
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; cause the ambient rain sound to occur (indoor version)
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LDA.b #$03 : STA $012D
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.noRainSound
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REP #$20
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.notFloor1F
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.sanctuaryRatRoom
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LDA $A4 : AND.w #$00FF
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BRA .setFloorIndicatorNumber
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.basementFloor
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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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REP #$20
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INX #2
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LDA $A4 : ORA.w #$FF00 : EOR.w #$FFFF
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.setFloorIndicatorNumber
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ASL A : TAY
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