Additional standardization
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@@ -2123,7 +2123,7 @@ org $07A055 ; <- Bank07.asm:5205 (LDA $0B99 : BEQ BRANCH_DELTA)
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JSL.l ArrowGame : NOP #14
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org $07A06C ; <- Bank07.asm:5215 (LDA $7EF377 : BEQ BRANCH_EPSILON)
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JSL.l DecrementArrows : SKIP #2 : NOP : LDA $7EF377
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JSL.l DecrementArrows : SKIP 2 : NOP : LDA $7EF377
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;================================================================================
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;================================================================================
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@@ -397,22 +397,22 @@ DrawHUDDungeonItems:
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LDA.w #$2810 : STA $1684 ; small keys icon
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SEP #$20 ; set 8-bit accumulator
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; Small Keys
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LDA.b #$16 : !ADD $7EF37D : STA $1686 : LDA.b #$28 : ADC #$00 : sta $1686+1 ; Hyrule Castle
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LDA.b #$16 : !ADD $7EF380 : STA $1688 : LDA.b #$28 : ADC #$00 : sta $1688+1 ; Agahnims Tower
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LDA.b #$16 : !ADD $7EF37D : STA $1686 : LDA.b #$28 : ADC #$00 : sta.w $1686+1 ; Hyrule Castle
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LDA.b #$16 : !ADD $7EF380 : STA $1688 : LDA.b #$28 : ADC #$00 : sta.w $1688+1 ; Agahnims Tower
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LDA.b #$16 : !ADD $7EF37E : STA $168C : LDA.b #$28 : ADC #$00 : sta $168C+1 ; Eastern
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LDA.b #$16 : !ADD $7EF37F : STA $168E : LDA.b #$28 : ADC #$00 : sta $168E+1 ; Desert
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LDA.b #$16 : !ADD $7EF386 : STA $1690 : LDA.b #$28 : ADC #$00 : sta $1690+1 ; Hera
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LDA.b #$16 : !ADD $7EF37E : STA $168C : LDA.b #$28 : ADC #$00 : sta.w $168C+1 ; Eastern
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LDA.b #$16 : !ADD $7EF37F : STA $168E : LDA.b #$28 : ADC #$00 : sta.w $168E+1 ; Desert
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LDA.b #$16 : !ADD $7EF386 : STA $1690 : LDA.b #$28 : ADC #$00 : sta.w $1690+1 ; Hera
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LDA.b #$16 : !ADD $7EF382 : STA $1694 : LDA.b #$28 : ADC #$00 : sta $1694+1 ; PoD
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LDA.b #$16 : !ADD $7EF381 : STA $1696 : LDA.b #$28 : ADC #$00 : sta $1696+1 ; Swamp
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LDA.b #$16 : !ADD $7EF384 : STA $1698 : LDA.b #$28 : ADC #$00 : sta $1698+1 ; Skull Woods
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LDA.b #$16 : !ADD $7EF387 : STA $169A : LDA.b #$28 : ADC #$00 : sta $169A+1 ; Thieves Town
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LDA.b #$16 : !ADD $7EF385 : STA $169C : LDA.b #$28 : ADC #$00 : sta $169C+1 ; Ice
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LDA.b #$16 : !ADD $7EF383 : STA $169E : LDA.b #$28 : ADC #$00 : sta $169E+1 ; Mire
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LDA.b #$16 : !ADD $7EF388 : STA $16A0 : LDA.b #$28 : ADC #$00 : sta $16A0+1 ; Turtle Rock
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LDA.b #$16 : !ADD $7EF382 : STA $1694 : LDA.b #$28 : ADC #$00 : sta.w $1694+1 ; PoD
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LDA.b #$16 : !ADD $7EF381 : STA $1696 : LDA.b #$28 : ADC #$00 : sta.w $1696+1 ; Swamp
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LDA.b #$16 : !ADD $7EF384 : STA $1698 : LDA.b #$28 : ADC #$00 : sta.w $1698+1 ; Skull Woods
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LDA.b #$16 : !ADD $7EF387 : STA $169A : LDA.b #$28 : ADC #$00 : sta.w $169A+1 ; Thieves Town
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LDA.b #$16 : !ADD $7EF385 : STA $169C : LDA.b #$28 : ADC #$00 : sta.w $169C+1 ; Ice
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LDA.b #$16 : !ADD $7EF383 : STA $169E : LDA.b #$28 : ADC #$00 : sta.w $169E+1 ; Mire
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LDA.b #$16 : !ADD $7EF388 : STA $16A0 : LDA.b #$28 : ADC #$00 : sta.w $16A0+1 ; Turtle Rock
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LDA.b #$16 : !ADD $7EF389 : STA $16A4 : LDA.b #$28 : ADC #$00 : sta $16A4+1 ; Ganon's Tower
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LDA.b #$16 : !ADD $7EF389 : STA $16A4 : LDA.b #$28 : ADC #$00 : sta.w $16A4+1 ; Ganon's Tower
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REP #$20 ; set 16-bit accumulator
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++
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@@ -77,7 +77,7 @@ macro DrawDigit(value,offset)
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+
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LDA $0E : STA !BIGRAM, X : INX : INX
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LDA.w #56 : STA !BIGRAM, X : INX : INX
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LDY $0A : TYA : ASL : TAY : LDA .digit_properties, Y : STA !BIGRAM, X : INX : INX
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LDY $0A : TYA : ASL : TAY : LDA.w .digit_properties, Y : STA !BIGRAM, X : INX : INX
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LDA.w #$0000 : STA !BIGRAM, X : INX : INX
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LDA $0E : !ADD.w #$0008 : STA $0E ; move offset 8px right
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@@ -232,7 +232,7 @@ RenderCreditsStatCounter:
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; XXXX X00L LLLL LLLL BBBB SSSS CCC- ---- ---- ---- AAAA AAAA AAAA AAAA AAAA AAAA
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; == Determine stat type ==
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LDA CreditsStats,y ; LLLL LLLL XXXX XTTL
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LDA.w CreditsStats,y ; LLLL LLLL XXXX XTTL
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LSR
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AND #$0003 ; TT
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CMP.w #$0000
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@@ -241,7 +241,7 @@ RenderCreditsStatCounter:
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.normalStat
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; == Write Stripe header (VRAM address, i.e. tile coordinates) ==
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LDA CreditsStats,y ; LLLL LLLL XXXX XTTL
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LDA.w CreditsStats,y ; LLLL LLLL XXXX XTTL
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LSR #3
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AND #$001F ; X XXXX
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CLC
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@@ -272,7 +272,7 @@ RenderCreditsStatCounter:
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STA !ValueLow
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; == Shift value ==
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LDA CreditsStats+2,y; CCC- ---- BBBB SSSS
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LDA.w CreditsStats+2,y; CCC- ---- BBBB SSSS
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AND.w #$000F ; SSSS
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BEQ +
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TAX
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@@ -283,7 +283,7 @@ RenderCreditsStatCounter:
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STA !ValueLow
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+
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; == Mask value ==
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LDA CreditsStats+2,y; CCC- ---- BBBB SSSS
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LDA.w CreditsStats+2,y; CCC- ---- BBBB SSSS
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;LSR #4
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;AND.w #$000F ; BBBB
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LSR #3
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@@ -294,7 +294,7 @@ RenderCreditsStatCounter:
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STA !ValueLow
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; == Cap value ==
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LDA CreditsStats+3,y; ---- ---- CCC- ----
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LDA.w CreditsStats+3,y; ---- ---- CCC- ----
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LSR #5
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AND.w #$0007 ; CCC
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BEQ +
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@@ -361,7 +361,7 @@ RenderCreditsStatCounter:
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; Output format: HH:MM:SS.FF
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; == Write Stripe header (VRAM address, i.e. tile coordinates) ==
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LDA CreditsStats,y ; LLLL LLLL XXXX XTTL
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LDA.w CreditsStats,y ; LLLL LLLL XXXX XTTL
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LSR #3
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AND #$001F ; X XXXX
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CLC
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@@ -130,16 +130,16 @@ CheckMedallionSword:
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REP #$20 ; set 16-bit accumulator
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LDA $A0 ; load room ID
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CMP.w #$000E : BNE ++ : .freezor1
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LDA $22 : AND.w #$01FF : CMP #368-8 : !BLT .normal : CMP #368+32-8 : !BGE .normal ; check x-coord
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LDA $20 : AND.w #$01FF : CMP #400-22 : !BLT .normal : CMP #400+32-22 : !BGE .normal ; check y-coord
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LDA $22 : AND.w #$01FF : CMP.w #368-8 : !BLT .normal : CMP.w #368+32-8 : !BGE .normal ; check x-coord
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LDA $20 : AND.w #$01FF : CMP.w #400-22 : !BLT .normal : CMP.w #400+32-22 : !BGE .normal ; check y-coord
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BRL .permit
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++ : CMP.w #$007E : BNE ++ : .freezor2
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LDA $22 : AND.w #$01FF : CMP #112-8 : !BLT .normal : CMP #112+32-8 : !BGE .normal ; check x-coord
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LDA $20 : AND.w #$01FF : CMP #400-22 : !BLT .normal : CMP #400+32-22 : !BGE .normal ; check y-coord
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LDA $22 : AND.w #$01FF : CMP.w #112-8 : !BLT .normal : CMP.w #112+32-8 : !BGE .normal ; check x-coord
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LDA $20 : AND.w #$01FF : CMP.w #400-22 : !BLT .normal : CMP.w #400+32-22 : !BGE .normal ; check y-coord
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BRL .permit
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++ : CMP.w #$00DE : BNE ++ : .kholdstare
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LDA $22 : AND.w #$01FF : CMP #368-8 : !BLT .normal : CMP #368+32-8 : !BGE .normal ; check x-coord
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LDA $20 : AND.w #$01FF : CMP #144-22 : !BLT .normal : CMP #144+32-22 : !BGE .normal ; check y-coord
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LDA $22 : AND.w #$01FF : CMP.w #368-8 : !BLT .normal : CMP.w #368+32-8 : !BGE .normal ; check x-coord
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LDA $20 : AND.w #$01FF : CMP.w #144-22 : !BLT .normal : CMP.w #144+32-22 : !BGE .normal ; check y-coord
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BRA .permit
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++ : .normal
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SEP #$20 ; set 8-bit accumulator
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