Cleanup Time System code
This commit is contained in:
@@ -16,7 +16,7 @@ org !hud_template
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db $6C,$25
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db $6C,$25
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db $90,$24,$90,$24
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db $90,$24,$90,$24
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db $6C,$25,$90,$24,$90,$24 ; HUD Template(adjusts timer's color)
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db $6C,$25,$90,$24,$90,$24 ; HUD Template(adjusts timer's color)
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; Sprite_Main.dont_reset_drag
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; Sprite_Main.dont_reset_drag
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; Executes every frame to update the clock
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; Executes every frame to update the clock
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org $068361
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org $068361
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@@ -40,7 +40,7 @@ LogoFadeInSetClock:
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JSL $00ED7C ; IntroLogoPaletteFadeIn
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JSL $00ED7C ; IntroLogoPaletteFadeIn
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LDA.b #$08 : STA.l $7EE000 ; Set the time to 6:00am
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LDA.b #$08 : STA.l $7EE000 ; Set the time to 6:00am
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LDA.b #$3F : STA.l $7EE002 ; Set the time speed
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LDA.b #$3F : STA.l $7EE002 ; Set the time speed
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RTL
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RTL
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}
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}
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pushpc
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pushpc
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@@ -58,7 +58,6 @@ ResetClockTriforceRoom:
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DrawClockToHudLong:
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DrawClockToHudLong:
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{
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{
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JSR DrawClockToHud
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JSR DrawClockToHud
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RTL
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RTL
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}
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}
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@@ -95,7 +94,7 @@ DrawClockToHud:
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.minutes_high
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.minutes_high
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STA.l !hud_min_high
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STA.l !hud_min_high
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LDA #$30 : STA.l !hud_min_high+1 ; white palette
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LDA #$30 : STA.l !hud_min_high+1 ; white palette
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.finish_draw
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.finish_draw
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@@ -136,13 +135,13 @@ RunClock:
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LDA $0FFF : CMP #$00 : BEQ .light_world
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LDA $0FFF : CMP #$00 : BEQ .light_world
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LDA $02B2 : CMP.b #$05 : BCS .already_gbc_or_minish
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LDA $02B2 : CMP.b #$05 : BCS .already_gbc_or_minish
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JSL UpdateGbcPalette
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JSL UpdateGbcPalette
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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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LDA.b #$06 : STA $02B2 ; set the form id
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LDA.b #$06 : STA $02B2 ; set the form id
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.light_world
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.light_world
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.already_gbc_or_minish
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.already_gbc_or_minish
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JSR CheckForSongOfTime
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JSR CheckForSongOfTime
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; time speed (1,3,5,7,F,1F,3F,7F,FF)
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; time speed (1,3,5,7,F,1F,3F,7F,FF)
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; #$3F is almost 1 sec = 1 game minute
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; #$3F is almost 1 sec = 1 game minute
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LDA $1A : AND TimeSpeed : BEQ .increase_minutes ; 05
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LDA $1A : AND TimeSpeed : BEQ .increase_minutes ; 05
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.end
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.end
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@@ -173,14 +172,11 @@ RunClock:
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CMP #$97 : BEQ .skip_bg_updt0 ; fog layer?
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CMP #$97 : BEQ .skip_bg_updt0 ; fog layer?
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JSL $0BFE70 ;update background color
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JSL $0BFE70 ;update background color
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BRA .inc_hours_end
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BRA .inc_hours_end
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.skip_bg_updt0 ;prevent the sub layer from disappearing ($1D zeroed)
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.skip_bg_updt0 ;prevent the sub layer from disappearing ($1D zeroed)
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JSL $0BFE72
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JSL $0BFE72
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.inc_hours_end
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.inc_hours_end
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RTS
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RTS
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.reset_hours
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.reset_hours
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@@ -199,7 +195,7 @@ RunClock:
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LDA $8C : CMP #$9E : BEQ .skip_bg_updt1 ; canopy layer ?
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LDA $8C : CMP #$9E : BEQ .skip_bg_updt1 ; canopy layer ?
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JSL $0BFE70 ;update background color
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JSL $0BFE70 ;update background color
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BRA .reset_end
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BRA .reset_end
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.skip_bg_updt1 ;prevent the sub layer from disappearing ($1D zeroed)
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.skip_bg_updt1 ;prevent the sub layer from disappearing ($1D zeroed)
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JSL $0BFE72
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JSL $0BFE72
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@@ -245,7 +241,7 @@ org $02FF80 ; free space on bank $02
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buff_to_eff:
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buff_to_eff:
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JSR $C769 ; $02:C65F -> palette buffer to effective routine
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JSR $C769 ; $02:C65F -> palette buffer to effective routine
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RTL
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RTL
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rom_to_buff:
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rom_to_buff:
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JSR $AAF4 ; $02:AAF4 -> change buffer palette of trees,houses,rivers,etc.
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JSR $AAF4 ; $02:AAF4 -> change buffer palette of trees,houses,rivers,etc.
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JSR $C692 ; $02:C692 -> rom to palette buffer for other colors
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JSR $C692 ; $02:C692 -> rom to palette buffer for other colors
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@@ -284,7 +280,6 @@ LoadDayNightPaletteEffect:
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CPX #$0041 : BPL .title_check
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CPX #$0041 : BPL .title_check
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STA PaletteBuffer_HUD,X
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STA PaletteBuffer_HUD,X
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RTL
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RTL
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.title_check
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.title_check
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; title or file select screen ?
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; title or file select screen ?
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@@ -337,7 +332,7 @@ ColorSubEffect:
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LDA #$0400 ; LDA smallest blue value
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LDA #$0400 ; LDA smallest blue value
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.no_blue_sign_change
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.no_blue_sign_change
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STA.l !blue_value
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STA.l !blue_value
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do_green:
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do_green:
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LDA !pal_color : AND #$03E0 : STA !green_value
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LDA !pal_color : AND #$03E0 : STA !green_value
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@@ -350,7 +345,7 @@ ColorSubEffect:
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.no_green_sign_change
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.no_green_sign_change
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STA.l !green_value
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STA.l !green_value
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.do_red
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.do_red
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LDA.l !pal_color : AND #$001F : STA.l !red_value
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LDA.l !pal_color : AND #$001F : STA.l !red_value
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SEC : SBC.l red_table,x ; substract amount to red field based on a table
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SEC : SBC.l red_table,x ; substract amount to red field based on a table
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@@ -366,7 +361,7 @@ ColorSubEffect:
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LDA.l !blue_value
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LDA.l !blue_value
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ORA.l !green_value
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ORA.l !green_value
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ORA.l !red_value
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ORA.l !red_value
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RTL
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RTL
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}
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}
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@@ -402,7 +397,7 @@ BackgroundFix:
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{
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{
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BEQ .no_effect ;BRAnch if A=#$0000 (transparent bg)
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BEQ .no_effect ;BRAnch if A=#$0000 (transparent bg)
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JSL ColorSubEffect
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JSL ColorSubEffect
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.no_effect:
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.no_effect:
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STA.l PaletteCgram_HUD
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STA.l PaletteCgram_HUD
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STA.l PaletteBuffer_HUD
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STA.l PaletteBuffer_HUD
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@@ -467,7 +462,7 @@ ColorBgFix:
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; Check for save and quit
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; Check for save and quit
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LDA.b $10 : CMP.b #$17 : BEQ .vanilla
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LDA.b $10 : CMP.b #$17 : BEQ .vanilla
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REP #$30
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REP #$30
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PLA
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PLA
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JSL ColorSubEffect
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JSL ColorSubEffect
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STA.l PaletteCgram_HUD
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STA.l PaletteCgram_HUD
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STA.l PaletteCgram_BG
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STA.l PaletteCgram_BG
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@@ -502,7 +497,7 @@ if ZS_CUSTOM_OW_V2 == 0
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; Custom BG Color Mosaic Background Color fix
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; Custom BG Color Mosaic Background Color fix
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org $028464
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org $028464
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NOP #6
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NOP #6
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else
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else
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; SetBGColorMainBuffer
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; SetBGColorMainBuffer
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org $0ED5F9
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org $0ED5F9
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JSL ColorBgFix
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JSL ColorBgFix
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@@ -518,7 +513,7 @@ org $02AE92
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; ZS OW - ReplaceBGColor
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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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org $2886B4
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STA !pal_color
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STA !pal_color
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JSL BackgroundFix
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JSL BackgroundFix
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;NOP #8
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;NOP #8
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@@ -541,21 +536,20 @@ org $0ED601
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JSL SubAreasFix
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JSL SubAreasFix
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; =========================================================
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; =========================================================
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; Gloves color loading routine
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; Gloves color loading routine
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;$1B/EE1B C2 30 REP #$30
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;$1B/EE1B C2 30 REP #$30
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;$1B/EE1D AF 54 F3 7E LDA $7EF354[$7E:F354]
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;$1B/EE1D AF 54 F3 7E LDA $7EF354[$7E:F354]
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;$1B/EE21 29 FF 00 AND #$00FF
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;$1B/EE21 29 FF 00 AND #$00FF
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;$1B/EE24 F0 0F BEQ $0F [$EE35]
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;$1B/EE24 F0 0F BEQ $0F [$EE35]
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;$1B/EE26 3A DEC A
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;$1B/EE26 3A DEC A
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;$1B/EE27 0A ASL A
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;$1B/EE27 0A ASL A
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;$1B/EE28 AA TAX
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;$1B/EE28 AA TAX
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;$1B/EE29 BF F5 ED 1B LDA $1BEDF5,x[$1B:EDF7]
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;$1B/EE29 BF F5 ED 1B LDA $1BEDF5,x[$1B:EDF7]
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;$1B/EE2D 8F FA C4 7E STA $7EC4FA[$7E:C4FA]
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;$1B/EE2D 8F FA C4 7E STA $7EC4FA[$7E:C4FA]
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;$1B/EE31 8F FA C6 7E STA $7EC6FA[$7E:C6FA]
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;$1B/EE31 8F FA C6 7E STA $7EC6FA[$7E:C6FA]
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;$1B/EE35 E2 30 SEP #$30
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;$1B/EE35 E2 30 SEP #$30
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;$1B/EE37 E6 15 INC $15 [$00:0015]
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;$1B/EE37 E6 15 INC $15 [$00:0015]
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;$1B/EE39 6B RTL
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;$1B/EE39 6B RTL
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; Palettes_Load_LinkGloves
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; Palettes_Load_LinkGloves
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org $1BEE2D
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org $1BEE2D
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@@ -589,7 +583,7 @@ LoadPeacetimeSprites:
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{
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{
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; Map 2E, 2F if CRYSTALS && 0x10 == 0
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; Map 2E, 2F if CRYSTALS && 0x10 == 0
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LDA $8A : CMP.b #$2E : BEQ .tail_palace
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LDA $8A : CMP.b #$2E : BEQ .tail_palace
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CMP.b #$2F : BEQ .tail_palace
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CMP.b #$2F : BEQ .tail_palace
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JMP +
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JMP +
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.tail_palace
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.tail_palace
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LDA.l CRYSTALS : AND #$10 : BNE .load_peacetime
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LDA.l CRYSTALS : AND #$10 : BNE .load_peacetime
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@@ -668,4 +662,4 @@ org $09F604
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GameOver_SaveAndQuit:
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GameOver_SaveAndQuit:
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{
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{
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JSL FixSaveAndQuit
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JSL FixSaveAndQuit
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}
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}
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