More merge labeling
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159
heartpieces.asm
159
heartpieces.asm
@@ -145,40 +145,39 @@ HeartContainerSpritePrep:
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+ JML RequestStandingItemVRAMSlot
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;--------------------------------------------------------------------------------
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LoadHeartPieceRoomValue:
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LDA.b IndoorsFlag : BEQ .outdoors ; check if we're indoors or outdoors
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.indoors
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JSL LoadIndoorValue
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JMP .done
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.outdoors
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JSL LoadOutdoorValue
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.done
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LDA.b IndoorsFlag : BEQ .outdoors ; check if we're indoors or outdoors
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.indoors
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JSL LoadIndoorValue
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JMP .done
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.outdoors
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JSL LoadOutdoorValue
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.done
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RTL
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;--------------------------------------------------------------------------------
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!DynamicDropGFXSlotCount_UW = (FreeUWGraphics_end-FreeUWGraphics)>>1
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!DynamicDropGFXSlotCount_OW = (FreeOWGraphics_end-FreeOWGraphics)>>1
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HPItemReset:
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PHA
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LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .skip
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PLA
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JSL GiveRupeeGift ; thing we wrote over
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BRA .done
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.skip
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PLA
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.done
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PHA
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JSL HeartPieceSetRedraw
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PLA
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PHA
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LDA.l !MULTIWORLD_ITEM_PLAYER_ID : BNE .skip
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PLA
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JSL GiveRupeeGift ; thing we wrote over
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BRA .done
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.skip
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PLA
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.done
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PHA
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JSL HeartPieceSetRedraw
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PLA
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RTL
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;--------------------------------------------------------------------------------
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MaybeMarkDigSpotCollected:
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PHA : PHP
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LDA.b IndoorsFlag : BNE +
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REP #$20 ; set 16-bit accumulator
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LDA.b OverworldIndex
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CMP.w #$2A : BNE +
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LDA.l HasGroveItem : ORA.w #$0001 : STA.l HasGroveItem
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+
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PLP : PLA
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PHA : PHP
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LDA.b IndoorsFlag : BNE +
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REP #$20 ; set 16-bit accumulator
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LDA.b OverworldIndex : CMP.w #$002A : BNE +
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LDA.l HasGroveItem : ORA.w #$0001 : STA.l HasGroveItem
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+
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PLP : PLA
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RTL
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;--------------------------------------------------------------------------------
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HeartPieceSpawnDelayFix:
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@@ -189,22 +188,22 @@ HeartPieceSpawnDelayFix:
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+ CLC : RTL
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;--------------------------------------------------------------------------------
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macro GetPossiblyEncryptedItem(ItemLabel,TableLabel)
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LDA.l IsEncrypted : BNE ?encrypted
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LDA.l <ItemLabel>
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BRA ?done
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?encrypted:
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PHX : PHP
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REP #$30 ; set 16-bit accumulator & index registers
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LDA.b Scrap00 : PHA : LDA.b Scrap02 : PHA
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LDA.l IsEncrypted : BNE ?encrypted
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LDA.l <ItemLabel>
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BRA ?done
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?encrypted:
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PHX : PHP
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REP #$30 ; set 16-bit accumulator & index registers
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LDA.b Scrap00 : PHA : LDA.b Scrap02 : PHA
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LDA.w #<TableLabel> : STA.b Scrap00
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LDA.w #<TableLabel>>>16 : STA.b Scrap02
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LDA.w #<ItemLabel>-<TableLabel>
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JSL RetrieveValueFromEncryptedTable
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LDA.w #<TableLabel> : STA.b Scrap00
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LDA.w #<TableLabel>>>16 : STA.b Scrap02
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LDA.w #<ItemLabel>-<TableLabel>
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JSL RetrieveValueFromEncryptedTable
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PLX : STX.b Scrap02 : PLX : STX.b Scrap01
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PLP : PLX
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?done:
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PLX : STX.b Scrap02 : PLX : STX.b Scrap01
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PLP : PLX
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?done:
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endmacro
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LoadIndoorValue:
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@@ -241,10 +240,10 @@ LoadIndoorValue:
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LDA.l StandingKey_Hera
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JMP .done
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+
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PHX
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LDX.w CurrentSpriteSlot ; If we're on a different screen ID via glitches load the sprite
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LDA.w SprItemReceipt,X ; we can see and are interacting with
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PLX
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PHX
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LDX.w CurrentSpriteSlot ; If we're on a different screen ID via glitches load the sprite
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LDA.w SprItemReceipt,X ; we can see and are interacting with
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PLX
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.done
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AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
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PLP
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@@ -446,10 +445,10 @@ LoadOutdoorValue:
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%GetPossiblyEncryptedItem(HeartPiece_Zora, HeartPieceOutdoorValues)
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JMP .done
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+
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PHX
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LDX.w CurrentSpriteSlot ; If we're on a different screen ID via glitches load the sprite
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LDA.w SprItemReceipt,X ; we can see and are interacting with.
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PLX
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PHX
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LDX.w CurrentSpriteSlot ; If we're on a different screen ID via glitches load the sprite
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LDA.w SprItemReceipt,X ; we can see and are interacting with.
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PLX
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.done
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AND.w #$00FF ; the loads are words but the values are 1-byte so we need to clear the top half of the accumulator - no guarantee it was 8-bit before
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PLP
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@@ -561,63 +560,63 @@ HeartPieceGetPlayer:
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REP #$20 ; set 16-bit accumulator
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LDA.b RoomIndex ; these are all decimal because i got them that way
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CMP.w #135 : BNE +
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LDA StandingKey_Hera_Player
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LDA.l StandingKey_Hera_Player
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BRL .done
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+ CMP.w #200 : BNE +
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LDA HeartContainer_ArmosKnights_Player
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LDA.l HeartContainer_ArmosKnights_Player
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BRL .done
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+ CMP.w #51 : BNE +
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LDA HeartContainer_Lanmolas_Player
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LDA.l HeartContainer_Lanmolas_Player
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BRL .done
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+ CMP.w #7 : BNE +
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LDA HeartContainer_Moldorm_Player
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LDA.l HeartContainer_Moldorm_Player
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BRL .done
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+ CMP.w #90 : BNE +
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LDA HeartContainer_HelmasaurKing_Player
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LDA.l HeartContainer_HelmasaurKing_Player
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BRL .done
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+ CMP.w #6 : BNE +
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LDA HeartContainer_Arrghus_Player
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LDA.l HeartContainer_Arrghus_Player
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BRL .done
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+ CMP.w #41 : BNE +
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LDA HeartContainer_Mothula_Player
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LDA.l HeartContainer_Mothula_Player
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BRL .done
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+ CMP.w #172 : BNE +
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LDA HeartContainer_Blind_Player
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LDA.l HeartContainer_Blind_Player
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BRL .done
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+ CMP.w #222 : BNE +
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LDA HeartContainer_Kholdstare_Player
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LDA.l HeartContainer_Kholdstare_Player
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BRL .done
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+ CMP.w #144 : BNE +
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LDA HeartContainer_Vitreous_Player
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LDA.l HeartContainer_Vitreous_Player
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BRL .done
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+ CMP.w #164 : BNE +
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LDA HeartContainer_Trinexx_Player
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LDA.l HeartContainer_Trinexx_Player
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BRL .done
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+ CMP.w #225 : BNE +
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LDA HeartPiece_Forest_Thieves_Player
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LDA.l HeartPiece_Forest_Thieves_Player
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BRL .done
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+ CMP.w #226 : BNE +
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LDA HeartPiece_Lumberjack_Tree_Player
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LDA.l HeartPiece_Lumberjack_Tree_Player
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BRL .done
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+ CMP.w #234 : BNE +
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LDA HeartPiece_Spectacle_Cave_Player
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LDA.l HeartPiece_Spectacle_Cave_Player
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BRL .done
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+ CMP.w #283 : BNE +
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LDA.b LinkPosX : XBA : AND.w #$0001 ; figure out where link is
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BNE ++
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LDA HeartPiece_Circle_Bushes_Player
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LDA.l HeartPiece_Circle_Bushes_Player
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BRL .done
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++
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LDA HeartPiece_Graveyard_Warp_Player
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LDA.l HeartPiece_Graveyard_Warp_Player
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BRL .done
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+ CMP.w #288 : BNE +
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LDA.l OWBonkPrizeTable[$2A].mw_player
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BRL .done
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+ CMP.w #294 : BNE +
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LDA HeartPiece_Mire_Warp_Player
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LDA.l HeartPiece_Mire_Warp_Player
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BRL .done
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+ CMP.w #295 : BNE +
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LDA HeartPiece_Smith_Pegs_Player
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LDA.l HeartPiece_Smith_Pegs_Player
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BRL .done
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LDA.w #$0000
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BRL .done
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@@ -631,17 +630,17 @@ HeartPieceGetPlayer:
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BRL .done
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+ CMP.w #$03 : BNE +
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LDA.b LinkPosX : CMP.w #1890 : !BLT ++
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LDA HeartPiece_Spectacle_Player
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LDA.l HeartPiece_Spectacle_Player
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BRL .done
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++
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LDA EtherItem_Player
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LDA.l EtherItem_Player
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BRL .done
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+ CMP.w #$05 : BNE +
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LDA.w SpriteSpawnStep,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
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LDA.l OWBonkPrizeTable[$01].mw_player
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BRL .done
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++
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LDA HeartPiece_Mountain_Warp_Player
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LDA.l HeartPiece_Mountain_Warp_Player
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BRL .done
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+ CMP.w #$0A : BNE +
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LDA.w SpriteSpawnStep,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
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@@ -701,7 +700,7 @@ HeartPieceGetPlayer:
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LDA.l OWBonkPrizeTable[$13].mw_player
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BRL .done
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+ CMP.w #$28 : BNE +
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LDA HeartPiece_Maze_Player
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LDA.l HeartPiece_Maze_Player
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BRL .done
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+ CMP.w #$2A : BNE +
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LDA.w SpriteSpawnStep,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
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@@ -711,7 +710,7 @@ HeartPieceGetPlayer:
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LDA.l OWBonkPrizeTable[$15].mw_player
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BRL .done
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++
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LDA HauntedGroveItem_Player
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LDA.l HauntedGroveItem_Player
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BRL .done
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+ CMP.w #$2B : BNE +
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LDA.l OWBonkPrizeTable[$16].mw_player
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@@ -725,10 +724,10 @@ HeartPieceGetPlayer:
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BRL .done
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+ CMP.w #$30 : BNE +
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LDA.b LinkPosX : CMP.w #512 : !BGE ++
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LDA HeartPiece_Desert_Player
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LDA.l HeartPiece_Desert_Player
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BRL .done
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++
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LDA BombosItem_Player
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LDA.l BombosItem_Player
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BRL .done
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+ CMP.w #$32 : BNE +
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LDA.w SpriteSpawnStep,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
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@@ -738,20 +737,20 @@ HeartPieceGetPlayer:
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LDA.l OWBonkPrizeTable[$1A].mw_player
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BRL .done
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+ CMP.w #$35 : BNE +
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LDA HeartPiece_Lake_Player
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LDA.l HeartPiece_Lake_Player
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BRL .done
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+ CMP.w #$3B : BNE +
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LDA HeartPiece_Swamp_Player
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LDA.l HeartPiece_Swamp_Player
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BRL .done
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+ CMP.w #$42 : BNE +
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LDA.w SpriteSpawnStep,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
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LDA.l OWBonkPrizeTable[$1B].mw_player
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BRL .done
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++
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LDA HeartPiece_Cliffside_Player
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LDA.l HeartPiece_Cliffside_Player
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BRL .done
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+ CMP.w #$4A : BNE +
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LDA HeartPiece_Cliffside_Player
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LDA.l HeartPiece_Cliffside_Player
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BRL .done
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+ CMP.w #$51 : BNE +
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LDA.w SpriteSpawnStep,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
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@@ -785,13 +784,13 @@ HeartPieceGetPlayer:
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LDA.l OWBonkPrizeTable[$24].mw_player
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BRL .done
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++
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LDA HeartPiece_Pyramid_Player
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LDA.l HeartPiece_Pyramid_Player
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BRL .done
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+ CMP.w #$5E : BNE +
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LDA.l OWBonkPrizeTable[$25].mw_player
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BRL .done
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+ CMP.w #$68 : BNE +
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LDA HeartPiece_Digging_Player
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LDA.l HeartPiece_Digging_Player
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BRL .done
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+ CMP.w #$6E : BNE +
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LDA.w SpriteSpawnStep,X : AND.w #$00FF : CMP.w #$0010 : BNE ++
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@@ -807,7 +806,7 @@ HeartPieceGetPlayer:
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LDA.l OWBonkPrizeTable[$29].mw_player
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BRL .done
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+ CMP.w #$81 : BNE +
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LDA HeartPiece_Zora_Player
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LDA.l HeartPiece_Zora_Player
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BRL .done
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+
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LDA.w #$0000
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