add hall of secrets map marker from maku tree
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@@ -50,6 +50,7 @@ MapIconDraw:
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.draw_prizes
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.draw_prizes
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LDA.b $8A : AND.b #$40 : BEQ .lwprizes
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LDA.b $8A : AND.b #$40 : BEQ .lwprizes
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; TODO: Place the pendant positions
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; X position
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; X position
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LDA.b #$00 : STA.l $7EC10B
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LDA.b #$00 : STA.l $7EC10B
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LDA.b #$89 : STA.l $7EC10A ; Upper nybble control Zoomed low X pos
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LDA.b #$89 : STA.l $7EC10A ; Upper nybble control Zoomed low X pos
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@@ -69,6 +70,28 @@ MapIconDraw:
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.lwprizes
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.lwprizes
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LDA.l $7EF3C7 : CMP.b #$01 : BEQ .hall_of_secrets
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JMP .draw_crystals
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.hall_of_secrets
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; Draw Hall of Secrets
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LDA.l $7EF37A : AND #$20 : BNE .skip_hall_draw
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; X position
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LDA.b #$0D : STA.l $7EC10B
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LDA.b #$34 : STA.l $7EC10A
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; Y position
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LDA.b #$03 : STA.l $7EC109
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LDA.b #$0E : STA.l $7EC108
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; Tile GFX
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LDA.b #$68 : STA.b $0D
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LDA.b #$34 : STA.b $0C
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; Tile Size
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LDA.b #$00 : STA.b $0B ; 02 = 16x16, 00 = 8x8
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LDA.b #$07 : STA.l $7EC025
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JSR HandleMapDrawIcon
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JMP restore_coords_and_exit
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.skip_hall_draw
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.draw_crystals
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; Draw Crystal 1
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; Draw Crystal 1
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LDA.l $7EF37A : AND #$02 : BNE .skip_draw_0
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LDA.l $7EF37A : AND #$02 : BNE .skip_draw_0
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; X position
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; X position
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@@ -84,7 +84,7 @@ Sprite_MakuTree_Main:
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{
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{
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%ShowSolicitedMessage($20) : BCC .no_talk
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%ShowSolicitedMessage($20) : BCC .no_talk
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LDA #$01 : STA $7EF3D4
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LDA #$01 : STA $7EF3D4
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LDA #$06 : STA $7EF3C7
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LDA #$01 : STA $7EF3C7 ; Mark the Hall of Secrets
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%GotoAction(2)
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%GotoAction(2)
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.no_talk
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.no_talk
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RTS
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RTS
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