Fix BossVictory exit bug with AnimateHeartRefill
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@@ -14,13 +14,10 @@ newIgnoreItemBox:
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JSL HUD_Update
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RTS
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; Hooked @ end of RefillLogic *$6DB92-$6DD29
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org $0DDD21
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JSR newIgnoreItemBox
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org $0DF1BC
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JSL HUD_AnimateHeartRefill
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RTS
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org $0DFC09
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JSL HUD_Update_ignoreHealth
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RTS
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@@ -239,57 +236,6 @@ MagicTilemap:
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dw $3C5F, $3C5F, $3C5F, $3C5F, $3C5F
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; value 80
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; =============================================================================
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; *$6F14F-$6F1B2 LOCAL
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HUD_HeartDisplayFrames:
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dw $24A3, $24A4, $24A3, $24A0
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HUD_AnimateHeartRefill:
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{
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SEP #$30
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; $00[3] = $7EC768 (wram address of first row of hearts in tilemap buffer)
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LDA.b #$44 : STA $00
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LDA.b #$C7 : STA $01
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LDA.b #$7E : STA $02
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DEC.w $0208 : BNE .return
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REP #$30
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; Y = ( ( ( (current_health & 0x00F8) - 1) / 8 ) * 2)
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LDA $7EF36D : AND.w #$00F8 : DEC A : LSR #3 : ASL A : TAY : CMP.w #$0014
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BCC .halfHealthOrLess
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SBC.w #$0014 : TAY
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; $00[3] = $7EC7A8 (wram address of second row of hearts)
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LDA $00 : CLC : ADC.w #$0040 : STA.b $00
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.halfHealthOrLess
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SEP #$30
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LDX.w $0209 : LDA.l $0DFA11, X : STA.w $0208
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TXA : ASL A : TAX
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LDA.l HUD_HeartDisplayFrames+0, X : STA.b [$00], Y : INY
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LDA.l HUD_HeartDisplayFrames+1, X : STA.b [$00], Y
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LDA.w $0209 : INC A : AND.b #$03 : STA.w $0209
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BNE .return
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SEP #$30
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JSL $0DFA70 ; Rebuild Vanilla
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STZ $020A
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.return
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CLC
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RTS
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}
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; ============================================================================
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; *$6FAFD-$6FB90 LOCAL
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@@ -478,7 +424,7 @@ org $0DF689
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; Hammer
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org $0DF701
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dw $20F5, $20F5, $20F5, $20F5 ; No
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dw $24B6, $24B7, $20C6, $24C7 ; Hammer
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dw $24B6, $24B7, $20C6, $24C7 ; Hammer
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; Mirror
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