update HUD item box graphics pointers
This commit is contained in:
@@ -25,6 +25,9 @@ org $0DFC09
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JSL HUD_Update_ignoreHealth
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RTS
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org $0DFC1B
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JSR $F1BC
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; ==============================================================================
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; New Code Region Starts Here
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@@ -45,26 +48,6 @@ org $268000
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; .empty_tile
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; dw $3C4C
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MagicTilemap:
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dw $3C4C, $3C4C, $3C4C, $3C4C
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dw $3C4C, $3C4C, $3C4C, $3C5F
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dw $3C4C, $3C4C, $3C4C, $3C4C
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dw $3C4C, $3C4C, $3C4C, $3C4D
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dw $3C4C, $3C4C, $3C4C, $3C4E
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dw $3C4C, $3C4C, $3C5F, $3C5F
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dw $3C4C, $3C4C, $3C4C, $3C5F
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dw $3C4C, $3C4C, $3C4D, $3C5F
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dw $3C4C, $3C4C, $3C4E, $3C5F
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dw $3C4C, $3C5F, $3C5F, $3C5F
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dw $3C4C, $3C4C, $3C5F, $3C5F
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dw $3C4C, $3C4D, $3C5F, $3C5F
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dw $3C4C, $3C4E, $3C5F, $3C5F
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dw $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C4C, $3C5F, $3C5F, $3C5F
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dw $3C4D, $3C5F, $3C5F, $3C5F
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dw $3C4E, $3C5F, $3C5F, $3C5F
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; ==============================================================================
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; Main HUD Update Loop
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@@ -225,9 +208,31 @@ HUD_Update:
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RTL
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}
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MagicTilemap:
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dw $3C4C, $3C4C, $3C4C, $3C4C
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dw $3C4C, $3C4C, $3C4C, $3C5F
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dw $3C4C, $3C4C, $3C4C, $3C4C
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dw $3C4C, $3C4C, $3C4C, $3C4D
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dw $3C4C, $3C4C, $3C4C, $3C4E
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dw $3C4C, $3C4C, $3C5F, $3C5F
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dw $3C4C, $3C4C, $3C4C, $3C5F
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dw $3C4C, $3C4C, $3C4D, $3C5F
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dw $3C4C, $3C4C, $3C4E, $3C5F
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dw $3C4C, $3C5F, $3C5F, $3C5F
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dw $3C4C, $3C4C, $3C5F, $3C5F
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dw $3C4C, $3C4D, $3C5F, $3C5F
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dw $3C4C, $3C4E, $3C5F, $3C5F
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dw $3C5F, $3C5F, $3C5F, $3C5F
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dw $3C4C, $3C5F, $3C5F, $3C5F
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dw $3C4D, $3C5F, $3C5F, $3C5F
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dw $3C4E, $3C5F, $3C5F, $3C5F
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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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@@ -259,9 +264,9 @@ HUD_AnimateHeartRefill:
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TXA : ASL A : TAX
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LDA $0DFA09, X : STA [$00], Y
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LDA HUD_HeartDisplayFrames, X : STA [$00], Y
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INY : LDA $0DFA0A, X : STA [$00], Y
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INY : LDA HUD_HeartDisplayFrames+1, X : STA [$00], Y
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LDA $0209 : INC A : AND.b #$03 : STA $0209
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@@ -280,35 +285,49 @@ HUD_AnimateHeartRefill:
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RTS
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}
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; *$6FA70-$6FA92 LOCAL
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Rebuild:
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{
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REP #$30
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PHB
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; Preparing for the MVN transfer
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LDA.w #$0149
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LDX.w #HUD_Tilemap
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LDY.w #$C700
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MVN $0D, $7E ; $Transfer 0x014A bytes from $6FE77 -> $7EC700
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PLB ; The above sets up a template for the status bar.
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PHB : PHK : PLB
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BRA .alpha
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; *$6FA85 ALTERNATE ENTRY POINT
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.updateOnly
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REP #$30
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PHB : PHK : PLB
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.alpha
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JSR HUD_Update
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PLB
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SEP #$30
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INC $16 ; Indicate this shit needs drawing.
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RTL
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}
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; ============================================================================
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; *$6FAFD-$6FB90 LOCAL
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HudItems:
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dw BowsGFX
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dw BoomsGFX
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dw HookGFX
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dw BombsGFX
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dw DekuMaskGFX
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dw BottlesGFX
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dw Fire_rodGFX
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dw Ice_rodGFX
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dw LampGFX
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dw HammerGFX
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dw GoronMaskGFX
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dw BottlesGFX
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dw SomariaGFX
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dw ByrnaGFX
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dw BookGFX
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dw JumpFeatherGFX
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dw BunnyHoodGFX
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dw BottlesGFX
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dw OcarinaGFX
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dw MirrorGFX
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dw ShovelGFX
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dw PowderGFX
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dw StoneMaskGFX
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dw BottlesGFX
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HUD_UpdateItemBox:
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{
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SEP #$30
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@@ -343,6 +362,7 @@ HUD_UpdateItemBox:
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STA $02
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TXA : DEC A : ASL A : TAX
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LDA $FA93, X : STA $04
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; LDA.w HudItems, X : STA $04
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LDA $02 : ASL #3 : TAY
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; These addresses form the item box graphics.
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@@ -361,7 +381,6 @@ HUD_UpdateItemBox:
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HUD_UpdateHearts:
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{
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; Draws hearts in a painfully slow loop
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; I used DMA to speed it up in my custom code
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LDX.w #$0000
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.nextHeart
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@@ -444,7 +463,7 @@ HUD_Tilemap:
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dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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dw $207F, $207F, $207F, $207F, $207F, $207F, $207F, $207F
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dw $207F, $207F, $207F, $207F, $207F, $207F
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dw $207F, $3CA8, $FCA8, $207F, $207F, $207F
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; magic bar
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dw $201B, $344B
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@@ -490,6 +509,8 @@ FloorIndicatorNumberHigh:
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dw $E51C, $250E, $007F
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}
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; ==============================================================================
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; $57CF6 DATA
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org $0AFCF6
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FloorIndicatorNumberLow:
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@@ -498,6 +519,8 @@ FloorIndicatorNumberLow:
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dw $E50C, $A50E, $007F
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}
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; ==============================================================================
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; *$57D0C-$57DA7 JUMP LOCATION (LONG)
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org $0AFD0C
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FloorIndicator:
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@@ -567,4 +590,29 @@ FloorIndicator:
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SEP #$30
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RTL
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}
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; =============================================================================
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; dw BowsGFX, BoomsGFX, HookGFX
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; dw BombsGFX, PowderGFX, BottlesGFX
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; dw HammerGFX, LampGFX, Fire_rodGFX
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; dw Ice_rodGFX, MirrorGFX, BottlesGFX
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; dw OcarinaGFX, BookGFX, SomariaGFX
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; dw ByrnaGFX, JumpFeatherGFX, BottlesGFX
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; dw DekuMaskGFX, ZoraMaskGFX, WolfMaskGFX
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; dw BunnyHoodGFX, StoneMaskGFX, BottlesGFX
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; $6FA93-$6FAFC DATA
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org $0DFA93
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HudItems:
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{
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; bows, boomerang, hookshot, bombs, powder, bottle1
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dw $F629, $F651, $F669, $F679, $F689, $F751
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; hammer, lamp, fire rod, Ice Rod, mirror, bottle2
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dw $F701, $F6F1, $F6A1, $F6B1, $F7C9, $F751
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; flute, book, somaria, byrna, feather, bottle3
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dw $F711, $F741, $F799, $F7A9, $F731, $F751
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; bombos, quake, ether, stone mask
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dw $F6C1, $F6E1, $F6D1, $F7B9, $F811, $F751
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}
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