459 lines
9.7 KiB
NASM
459 lines
9.7 KiB
NASM
; =========================================================
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; Item Selection Code
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; Decides which function to jump to.
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Menu_ItemIndex:
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db $00
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; Bow, Boomerang, Hookshot, Bombs, Powder, Bottle 1
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db $03, $02, $0E, $01, $0A, $0B
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; Hammer, Lamp, Fire Rod, Ice Rod, Mirror, Bottle 2
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db $04, $09, $05, $06, $14, $0B
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; Ocarina, Book, Somaria, Byrna, Feather, Bottle3
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db $08, $0C, $12, $0D, $07, $0B
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; Deku, Zora, Wolf, Bunny Hood, Stone Mask, Bottle4
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db $11, $0F, $08, $10, $13, $0B
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; =========================================================
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; Decides which graphics is drawn
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Menu_AddressIndex:
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db $7EF340 ; Bow
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db $7EF341 ; Boomerang
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db $7EF342 ; Hookshot / Goldstar
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db $7EF343 ; Bombs
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db $7EF344 ; Powder
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db $7EF35C ; Bottle 1
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db $7EF34B ; Hammer
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db $7EF34A ; Lamp
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db $7EF345 ; Fire Rod
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db $7EF346 ; Ice Rod
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db $7EF353 ; Magic Mirror
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db $7EF35D ; Bottle 2
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db $7EF34C ; Ocarina ; shovel 7EF34F
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db $7EF34E ; Book of Secrets
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db $7EF350 ; Cane of Somaria / Cane of Byrna
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db $7EF351 ; Fishing Rod / Portal Rod
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db $7EF34D ; Roc's Feather
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db $7EF35E ; Bottle 3
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db $7EF349 ; Deku Mask
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db $7EF347 ; Zora Mask
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db $7EF358 ; Wolf Mask
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db $7EF348 ; Bunny Hood
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db $7EF352 ; Stone Mask
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db $7EF35F ; Bottle #4
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; =========================================================
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Menu_ItemCursorPositions:
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dw menu_offset(6,2) ; bow
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dw menu_offset(6,5) ; boom
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dw menu_offset(6,8) ; hookshot
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dw menu_offset(6,12) ; bombs
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dw menu_offset(6,15) ; deku mask
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dw menu_offset(6,18) ; bottle1
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dw menu_offset(9,2) ; hammer
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dw menu_offset(9,5) ; lamp
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dw menu_offset(9,8) ; firerod
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dw menu_offset(9,12) ; icerod
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dw menu_offset(9,15) ; goron
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dw menu_offset(9,18) ; bottle2
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dw menu_offset(12,2) ; shovel
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dw menu_offset(12,5) ; feather
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dw menu_offset(12,8) ; somaria
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dw menu_offset(12,12) ; byrna / fishing rod
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dw menu_offset(12,15) ; bunny hood
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dw menu_offset(12,18) ; bottle3
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dw menu_offset(15,2) ; powder
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dw menu_offset(15,5) ; book
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dw menu_offset(15,8) ; flute
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dw menu_offset(15,12) ; mirror
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dw menu_offset(15,15) ; stone mask
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dw menu_offset(15,18) ; bottle4
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; =========================================================
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Menu_FindNextItem:
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{
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LDY.w $0202 : INY
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CPY.b #$19 : BCC .no_reset
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LDY.b #$01
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.no_reset
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STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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RTS
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}
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; =========================================================
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Menu_FindPrevItem:
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{
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LDY.w $0202 : DEY : BNE .no_reset
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LDY.b #$18
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.no_reset
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STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindPrevItem
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RTS
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}
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; =========================================================
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Menu_FindNextDownItem:
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{
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LDA.w $0202 : CLC : ADC.b #$06
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CMP.b #$19 : BCC .no_reset
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SBC.b #$18
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.no_reset
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TAY : STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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RTS
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}
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; =========================================================
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Menu_FindNextUpItem:
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{
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LDA.w $0202 : SEC : SBC.b #$06
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BPL .no_reset : BNE .no_reset
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CLC : ADC.b #$18
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.no_reset
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TAY : STY.w $0202
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CPY.b #$19 : BCS .reset_up
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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RTS
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.reset_up
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LDY.b #$01
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STY.w $0202
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ Menu_FindNextItem
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RTS
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}
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; =========================================================
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Menu_DeleteCursor:
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{
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REP #$30
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LDX.w Menu_ItemCursorPositions-2, Y
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Menu_DeleteCursor_AltEntry:
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LDA.w #$20F5
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STA.w $1108, X : STA.w $1148, X
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STA.w $114E, X : STA.w $110E, X
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STA.w $11C8, X : STA.w $1188, X
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STA.w $118E, X : STA.w $11CE, X
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SEP #$30
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STZ $0207
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RTS
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}
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; =========================================================
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Menu_InitItemScreen:
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{
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SEP #$30
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LDY.w $0202 : BNE .all_good
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; Loop through the SRM of each item to see if we have
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; one of them so we can start with that one selected.
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.lookForAlternateItem
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LDY.b #$00
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.loop
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INY : CPY.b #$25 : BCS .bad
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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BEQ .loop
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STY.w $0202
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BRA .all_good
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.bad
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; If we made it here that means there are no items
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; available but one was still selected. This should
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; never happen under normal vanilla circumstances.
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STZ.w $0202
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STZ $0207
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LDA.b #$04
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STA.w $0200
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RTS
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.all_good
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; Double check we still have the item that was selected.
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; This is to prevent a bug where we can get stuck in an
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; infinite loop later on.
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LDX.w Menu_AddressIndex-1, Y
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LDA.l $7EF300, X
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CMP.b #$01 : BCC .lookForAlternateItem
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STZ $0207
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LDA.b #$04
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STA.w $0200
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RTS
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}
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; =========================================================
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Menu_AddressLong:
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db $40 ; Bow
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db $41 ; Boomerang
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db $42 ; Hookshot
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db $43 ; Bombs
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db $44 ; Powder
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db $5C ; Bottle 1
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db $4B ; Hammer
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db $4A ; Lamp
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db $45 ; Fire Rod
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db $46 ; Ice Rod
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db $53 ; Magic Mirror
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db $5D ; Bottle 2
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db $4C ; Ocarina (formerly shovel 4F)
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db $4E ; Book
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db $50 ; Cane of Somaria / Cane of Byrna
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db $51 ; Fishing Rod
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db $4D ; Roc's Feather
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db $5E ; Bottle 3
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db $49 ; Deku Mask
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db $47 ; Zora Mask
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db $58 ; Wolf Mask
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db $48 ; Bunny Hood
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db $52 ; Stone Mask
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db $5F ; Bottle 4
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GotoNextItem_Local:
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{
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; Load our currently equipped item, and move to the next one
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; If we reach our limit (21), set it back to the bow and arrow slot.
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LDA $0202 : INC A : CMP.b #$18 : BCC .dont_reset
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LDA.b #$01
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.dont_reset
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; Otherwise try to equip the item in the next slot
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STA $0202
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RTS
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}
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DoWeHaveThisItem_Override:
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{
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LDY.w $0202 : LDX.w Menu_AddressLong-1, Y
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LDA.l $7EF300, X : CMP.b #$00 : BNE .have_this_item
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CLC
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RTL
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.have_this_item
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SEC
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RTL
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}
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TryEquipNextItem_Override:
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{
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.keep_looking
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JSR GotoNextItem_Local
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JSL DoWeHaveThisItem_Override : BCC .keep_looking
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RTS
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}
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SearchForEquippedItem_Override:
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{
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PHB : PHK : PLB
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SEP #$30
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LDY.b #$18
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.next_check
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LDX.w Menu_AddressLong-1, Y
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LDA.l $7EF300, X : CMP.b #$00 : BNE .item_available
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DEY : BPL .next_check
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; In this case we have no equippable items
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STZ $0202 : STZ $0203 : STZ $0204
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.we_have_that_item
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REP #$30
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PLB
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RTL
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.item_available
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; Is there an item currently equipped (in the HUD slot)?
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LDA.w $0202 : BNE .alreadyEquipped
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; If not, set the equipped item to the Lamp
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LDA.b #$08 : STA $0202
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.alreadyEquipped
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JMP .exit
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.keep_looking
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JSR GotoNextItem_Local
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JSL DoWeHaveThisItem_Override : BCC .keep_looking
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BCS .we_have_that_item
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JSR TryEquipNextItem_Override
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.exit
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REP #$30
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PLB
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RTL
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}
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pushpc
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org $0DDEB0
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ItemMenu_CheckForOwnership:
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{
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JSL DoWeHaveThisItem_Override
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RTS
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}
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org $0DE399
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SearchForEquippedItem:
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{
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JSL SearchForEquippedItem_Override
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RTS
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}
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assert pc() <= $0DE3C7
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pullpc
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; =========================================================
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; Stats Screen Selector Logic
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; =========================================================
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Menu_StatsCursorPositions:
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; Row 14: Sword, Shield, Tunic
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dw menu_offset(14,2) ; 0: Sword
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dw menu_offset(14,5) ; 1: Shield
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dw menu_offset(14,8) ; 2: Tunic
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dw menu_offset(14,8) ; 3: Placeholder (maps to Tunic)
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; Row 17: Glove, Flippers, Boots, Pearl
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dw menu_offset(17,2) ; 4: Glove
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dw menu_offset(17,5) ; 5: Flippers
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dw menu_offset(17,8) ; 6: Boots
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dw menu_offset(17,11) ; 7: Pearl
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Stats_Nav_Right:
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db $01, $02, $00, $00, $05, $06, $07, $04
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Stats_Nav_Left:
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db $02, $00, $01, $01, $07, $04, $05, $06
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Stats_Nav_Down:
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db $04, $05, $06, $07, $00, $01, $02, $02
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Stats_Nav_Up:
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db $04, $05, $06, $07, $00, $01, $02, $02
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Menu_DrawStatsCursor:
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{
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LDA.b #$20 : BIT.w $0207
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REP #$20
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BEQ .no_delete
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; Delete cursor
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LDA.w #$20F5
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STA.w $1108, X : STA.w $1148, X
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STA.w $114E, X : STA.w $110E, X
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STA.w $11C8, X : STA.w $1188, X
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STA.w $118E, X : STA.w $11CE, X
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BRA .done
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.no_delete
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; We reuse the Item Menu cursor graphics
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LDA.w #$3060 : STA.w $1108, X ; corner
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LDA.w #$3070 : STA.w $1148, X
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LDA.w #$7060 : STA.w $110E, X ; corner
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LDA.w #$7070 : STA.w $114E, X
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LDA.w #$3070 : STA.w $1188, X
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LDA.w #$B060 : STA.w $11C8, X ; corner
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LDA.w #$7070 : STA.w $118E, X
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LDA.w #$F060 : STA.w $11CE, X ; corner
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.done
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SEP #$20
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RTS
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}
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Menu_DeleteStatsCursor:
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{
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REP #$30
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; Use $020C for index
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LDA.w $020C : AND.w #$00FF : ASL : TAY
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LDX.w Menu_StatsCursorPositions, Y
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LDA.w #$20F5
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STA.w $1108, X : STA.w $1148, X
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STA.w $114E, X : STA.w $110E, X
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STA.w $11C8, X : STA.w $1188, X
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STA.w $118E, X : STA.w $11CE, X
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SEP #$30
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STZ $0207
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RTS
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}
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Menu_StatsScreen_Input:
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{
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INC $0207
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; Safety check for uninitialized index
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LDA.w $020C : AND #$F8 : BEQ .safe_index
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STZ.w $020C
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.safe_index
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LDA.b $F4 ; Joypad
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LSR : BCS .move_right
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LSR : BCS .move_left
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LSR : BCS .move_down
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LSR : BCS .move_up
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BRA .draw_cursor
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.move_right
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JSR Menu_DeleteStatsCursor
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LDY.w $020C
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LDA.w Stats_Nav_Right, Y
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STA.w $020C
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BRA .play_sound
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.move_left
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JSR Menu_DeleteStatsCursor
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LDY.w $020C
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LDA.w Stats_Nav_Left, Y
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STA.w $020C
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BRA .play_sound
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.move_down
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JSR Menu_DeleteStatsCursor
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LDY.w $020C
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LDA.w Stats_Nav_Down, Y
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STA.w $020C
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BRA .play_sound
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.move_up
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JSR Menu_DeleteStatsCursor
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LDY.w $020C
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LDA.w Stats_Nav_Up, Y
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STA.w $020C
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BRA .play_sound
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.play_sound
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LDA.b #$20 : STA.w $012F
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.draw_cursor
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SEP #$30
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LDA.w $020C : ASL : TAY
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REP #$10
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LDX.w Menu_StatsCursorPositions, Y
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JSR Menu_DrawStatsCursor
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SEP #$20
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RTS
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} |