menu dark world location names
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@@ -1,47 +1,51 @@
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;===========================================================
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; =============================================================================
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; Key Block Object like Link's Awakening
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; Overwrites the Prison Door
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;
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; Author: XaserLE
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; Thanks: - PuzzleDude for finding a drawing bug and get rid of it
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; - MathOnNapkins' Zelda Doc's
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; - wiiqwertyuiop for his Zelda Disassembly
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;
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; WRITTEN: by XaserLE
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; THANKS TO: -PuzzleDude for finding a drawing bug and get rid of it
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; -MathOnNapkins' Zelda Doc's
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; -wiiqwertyuiop for his Zelda Disassembly
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; The blocks can be opened from up- or downside only
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; left and right will not work (will try to fix this in the future).
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;
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; The blocks can be opened from up- or downside only, left and right will not work (will try to fix this in the future).
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; The patch is "in place" so it doesn't overwrite other data or patches you added.
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;
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; PuzzleDudes Note:
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; The key block must always be placed on EVEN x and y.
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; The even x or y is: 00, 02, 04, 06, 08, 0A, 0C, 0E, 10, 12 etc.
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; HM x and y value of the position of the key block must end with: 0, 2, 4, 6, 8, A, C, E.
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;===========================================================
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; 00, 02, 04, 06, 08, 0A, 0C, 0E
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; =============================================================================
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lorom
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org $01EB8C
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Object_KeyBlock:
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{
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LDA $7EF36F ; load the small key counter
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AND #$00FF ; check if we have at least one small key (AND will not be zero)
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BEQ $4C ; if not (AND is zero), do nothing
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; otherwise we will decrement the small key counter
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; and branch to the code that opens the prison door
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ORG $01EB8C ; go to the code that loads the big key holding variable
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LDA $7EF36F ; load the small key counter
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AND #$00FF ; check if we have at least one small key (AND will not be zero)
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BEQ $4C ; if not (AND is zero), don't do anything and especially don't give this "Eh? It's locked..." - message
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; otherwise we will decrement the small key counter and branch to the code that opens the prison door
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LDA $7EF36F ; reload small key counter
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DEC A ; remove one key
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STA $7EF36F ; save the new value at small key counter position
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BRA $05 ; branch to the code that opens the prison door
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LDA $7EF36F ; reload small key counter
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DEC A ; remove one key
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STA $7EF36F ; save the new value at small key counter position
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BRA $05 ; branch to the code that opens the prison door
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; now correct a drawing bug in the original game that causes the floor tile under the door drawed odd
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ORG $01EBC8
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LDA.w $9B5A,y
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ORG $01EBD1
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LDA.w $9B54,y
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ORG $01EBDA
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LDA.w $9B5C,y
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; draw values representation
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; 50- /
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; 52- normal
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; 54- x mirror
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; 56- normal
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; 58- x mirror
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; 5A- y mirror
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; 5C- xy mirror
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; 5E- y mirror
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; Fix draw bug from floor tile left by block after unlock.
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org $01EBC8
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LDA.w $9B5A,y
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org $01EBD1
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LDA.w $9B54,y
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org $01EBDA
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LDA.w $9B5C,y
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; Draw Values
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; 50 - /
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; 52 - normal
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; 54 - x mirror
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; 56 - normal
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; 58 - x mirror
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; 5A - y mirror
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; 5C - xy mirror
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; 5E - y mirror
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}
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@@ -1,65 +0,0 @@
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OverworldLocationNames:
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dw "RANCH___________" ; 00
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dw "RANCH___________" ; 01
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dw "PYRAMID_________" ; 02
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dw "LAND_OF_TREE____" ; 03
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dw "SNOW_MOUNTAIN___" ; 04
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dw "SNOW_MOUNTAIN___" ; 05
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dw "SNOW_MOUNTAIN___" ; 06
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dw "SNOW_MOUNTAIN___" ; 07
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dw "RANCH___________" ; 08
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dw "RANCH___________" ; 09
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dw "INN_____________" ; 0A
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dw "KALYXO_CASTLE___" ; 0B
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dw "KALYXO_CASTLE___" ; 0C
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dw "POTION_SHOP_____" ; 0D
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dw "HALL_OF_SECRETS_" ; 0E
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dw "CEMETERY________" ; 0F
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dw "TOADSTOOL_WOODS_" ; 10
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dw "RANCH_PATH______" ; 11
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dw "CROSSROADS______" ; 12
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dw "KALYXO_CASTLE___" ; 13
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dw "KALYXO_CASTLE___" ; 14
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dw "MOUNTAINSIDE____" ; 15
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dw "PATH_OF_SECRETS_" ; 16
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dw "ANCIENT_SHRINE__" ; 17
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dw "TOADSTOOL_WOODS_" ; 18
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dw "TOADSTOOL_WOODS_" ; 19
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dw "CROSSROADS______" ; 1A
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dw "KALYXO_CASTLE___" ; 1B
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dw "KALYXO_ROAD_____" ; 1C
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dw "CROSSROADS______" ; 1D
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dw "SUNKEN_CITY_____" ; 1E
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dw "SUNKEN_CITY_____" ; 1F
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dw "TOADSTOOL_WOODS_" ; 20
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dw "TOADSTOOL_WOODS_" ; 21
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dw "SWORDSMITHS_____" ; 22
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dw "WAYWARD_VILLAGE_" ; 23
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dw "WAYWARD_VILLAGE_" ; 24
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dw "VILLAGE_ROAD____" ; 25
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dw "SUNKEN_CITY_____" ; 26
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dw "SUNKEN_CITY_____" ; 27
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dw "TOADSTOOL_WOODS_" ; 28
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dw "TOADSTOOL_WOODS_" ; 29
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dw "VILLAGE_ROAD____" ; 2A
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dw "WAYWARD_VILLAGE_" ; 2B
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dw "WAYWARD_VILLAGE_" ; 2C
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dw "VALLEY__________" ; 2D
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dw "CITY_ROAD_______" ; 2E
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dw "TAIL_PALACE_____" ; 2F
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dw "PHANTOM_SHIP____" ; 30
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dw "PHANTOM_SHIP____" ; 31
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dw "SECRET_BEACH____" ; 32
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dw "LOOM_BEACH______" ; 33
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dw "LOOM_BEACH______" ; 34
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dw "BEACH_PATH______" ; 35
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dw "GARO_DESERT_____" ; 36
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dw "GARO_DESERT_____" ; 37
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dw "PHANTOM_SHIP____" ; 38
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dw "PHANTOM_SHIP____" ; 39
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dw "LOST_SEA________" ; 3A
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dw "LOOM_BEACH______" ; 3B
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dw "LOOM_BEACH______" ; 3C
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dw "LOOM_WATERFALL__" ; 3D
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dw "GARO_DESERT_____" ; 3E
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dw "GARO_DESERT_____" ; 3F
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@@ -12,7 +12,6 @@ NothingGFX:
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; -------------------------------------
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BowsGFX:
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dw $20F5, $20F5, $20F5, $20F5
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dw $28BA, $28E9, $28E8, $28CB ; Empty bow
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dw $28BA, $284A, $2849, $28CB ; Bow and arrows
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dw $28BA, $28E9, $28E8, $28CB ; Empty silvers bow
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@@ -134,6 +133,9 @@ StoneMaskGFX:
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WolfMaskGFX:
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dw $3086, $7086, $3087, $7087
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dw $3086, $7086, $3087, $7087
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dw $3086, $7086, $3087, $7087
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dw $3086, $7086, $3087, $7087
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; -------------------------------------
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131
Menu/menu_map_names.asm
Normal file
131
Menu/menu_map_names.asm
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@@ -0,0 +1,131 @@
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OverworldLocationNames:
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dw "RANCH___________" ; 00
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dw "RANCH___________" ; 01
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dw "PYRAMID_________" ; 02
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dw "LAND_OF_TREE____" ; 03
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dw "SNOW_MOUNTAIN___" ; 04
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dw "SNOW_MOUNTAIN___" ; 05
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dw "SNOW_MOUNTAIN___" ; 06
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dw "SNOW_MOUNTAIN___" ; 07
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dw "RANCH___________" ; 08
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dw "RANCH___________" ; 09
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dw "INN_____________" ; 0A
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dw "KALYXO_CASTLE___" ; 0B
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dw "KALYXO_CASTLE___" ; 0C
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dw "POTION_SHOP_____" ; 0D
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dw "HALL_OF_SECRETS_" ; 0E
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dw "CEMETERY________" ; 0F
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dw "TOADSTOOL_WOODS_" ; 10
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dw "RANCH_PATH______" ; 11
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dw "CROSSROADS______" ; 12
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dw "KALYXO_CASTLE___" ; 13
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dw "KALYXO_CASTLE___" ; 14
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dw "MOUNTAINSIDE____" ; 15
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dw "PATH_OF_SECRETS_" ; 16
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dw "ANCIENT_SHRINE__" ; 17
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dw "TOADSTOOL_WOODS_" ; 18
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dw "TOADSTOOL_WOODS_" ; 19
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dw "CROSSROADS______" ; 1A
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dw "KALYXO_CASTLE___" ; 1B
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dw "KALYXO_ROAD_____" ; 1C
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dw "CROSSROADS______" ; 1D
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dw "SUNKEN_CITY_____" ; 1E
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dw "SUNKEN_CITY_____" ; 1F
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dw "TOADSTOOL_WOODS_" ; 20
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dw "TOADSTOOL_WOODS_" ; 21
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dw "SWORDSMITHS_____" ; 22
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dw "WAYWARD_VILLAGE_" ; 23
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dw "WAYWARD_VILLAGE_" ; 24
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dw "VILLAGE_ROAD____" ; 25
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dw "SUNKEN_CITY_____" ; 26
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dw "SUNKEN_CITY_____" ; 27
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dw "TOADSTOOL_WOODS_" ; 28
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dw "TOADSTOOL_WOODS_" ; 29
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dw "VILLAGE_ROAD____" ; 2A
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dw "WAYWARD_VILLAGE_" ; 2B
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dw "WAYWARD_VILLAGE_" ; 2C
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dw "VALLEY__________" ; 2D
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dw "CITY_ROAD_______" ; 2E
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dw "TAIL_PALACE_____" ; 2F
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dw "PHANTOM_SHIP____" ; 30
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dw "PHANTOM_SHIP____" ; 31
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dw "SECRET_BEACH____" ; 32
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dw "LOOM_BEACH______" ; 33
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dw "LOOM_BEACH______" ; 34
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dw "BEACH_PATH______" ; 35
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dw "GARO_DESERT_____" ; 36
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dw "GARO_DESERT_____" ; 37
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dw "PHANTOM_SHIP____" ; 38
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dw "PHANTOM_SHIP____" ; 39
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dw "LOST_SEA________" ; 3A
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dw "LOOM_BEACH______" ; 3B
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dw "LOOM_BEACH______" ; 3C
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dw "LOOM_WATERFALL__" ; 3D
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dw "GARO_DESERT_____" ; 3E
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dw "GARO_DESERT_____" ; 3F
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DarkWorldLocationNames:
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dw "_______________" ; 00
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dw "_______________" ; 01
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dw "_______________" ; 02
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dw "_______________" ; 03
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dw "_______________" ; 04
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dw "_______________" ; 05
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dw "_______________" ; 06
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dw "_______________" ; 07
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dw "_______________" ; 08
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dw "_______________" ; 09
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dw "_______________" ; 0A
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dw "_______________" ; 0B
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dw "_______________" ; 0C
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dw "_______________" ; 0D
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dw "_______________" ; 0E
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dw "_______________" ; 0F
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dw "_______________" ; 10
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dw "_______________" ; 11
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dw "_______________" ; 12
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dw "_______________" ; 13
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dw "_______________" ; 14
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dw "_______________" ; 15
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dw "_______________" ; 16
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dw "_______________" ; 17
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dw "_______________" ; 18
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dw "_______________" ; 19
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dw "_______________" ; 1A
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dw "_______________" ; 1B
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dw "_______________" ; 1C
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dw "_______________" ; 1D
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dw "_______________" ; 1E
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dw "_______________" ; 1F
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dw "_______________" ; 20
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dw "_______________" ; 21
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dw "_______________" ; 22
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dw "_______________" ; 23
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dw "_______________" ; 24
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dw "_______________" ; 25
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dw "_______________" ; 26
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dw "_______________" ; 27
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dw "_______________" ; 28
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dw "_______________" ; 29
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dw "_______________" ; 2A
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dw "_______________" ; 2B
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dw "_______________" ; 2C
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dw "_______________" ; 2D
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dw "_______________" ; 2E
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dw "_______________" ; 2F
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dw "_______________" ; 30
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dw "_______________" ; 31
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dw "_______________" ; 32
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dw "_______________" ; 33
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dw "_______________" ; 34
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dw "_______________" ; 35
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dw "_______________" ; 36
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dw "_______________" ; 37
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dw "_______________" ; 38
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dw "_______________" ; 39
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dw "_______________" ; 3A
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dw "_______________" ; 3B
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dw "_______________" ; 3C
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dw "_______________" ; 3D
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dw "_______________" ; 3E
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dw "_______________" ; 3F
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@@ -143,10 +143,10 @@ Menu_DrawItemName:
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; =============================================================================
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; ;LDX.w $7E00A0 ; load room number
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;-------------------------------------
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; -------------------------------------
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TestLocationName:
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dw "YOUR_HOUSE__"
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;-------------------------------------
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; -------------------------------------
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DrawLocationName:
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{
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@@ -160,22 +160,23 @@ DrawLocationName:
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ASL : ASL : ASL : ASL : ASL
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LDY.w #$000
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TAX
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.loop
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.draw_overworld_loop
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LDA.w OverworldLocationNames, X ; Load your text character
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STA.w $12CC, Y ; Store into the buffer
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INX : INX
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INY : INY : CPY #$0020 : BCC .loop
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INY : INY : CPY #$0020 : BCC .draw_overworld_loop
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RTS
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.indoors
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LDX.w #$16
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.loop2
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.draw_indoors_loop
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LDA.w TestLocationName, X
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STA.w $12CC, X
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DEX : DEX
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BPL .loop2
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BPL .draw_indoors_loop
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RTS
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}
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Block a user