Fix pottery to retain gfx during map check
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@@ -500,6 +500,9 @@ Attract_DecompressStoryGfx:
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org $00E529
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org $00E529
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LoadSelectScreenGfx:
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LoadSelectScreenGfx:
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org $00E784
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LoadCommonSprites_in_file_select:
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org $00F945
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org $00F945
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PrepDungeonExit:
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PrepDungeonExit:
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@@ -222,3 +222,7 @@ JSL AlwaysPushThroughFDoors
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; JSL FixOvalFadeOutMirror : NOP #2 ; LDA $7EF3CA : BNE $05AFDF
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; JSL FixOvalFadeOutMirror : NOP #2 ; LDA $7EF3CA : BNE $05AFDF
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; org $85AFDF
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; org $85AFDF
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; Sprite_6C_MirrorPortal_missing_mirror:
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; Sprite_6C_MirrorPortal_missing_mirror:
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org $80E766
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JML ConditionalLoadCommonSprites_Do3To4Low : NOP #2
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LoadCommonSprites_Prep3To4Low:
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@@ -618,6 +618,14 @@ SetTheSceneFix:
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JSL LoadCommonSprites_long
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JSL LoadCommonSprites_long
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RTL
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RTL
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ConditionalLoadCommonSprites_Do3To4Low:
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LDA.b $10 : CMP.b #$01 : BEQ + ; what we wrote over
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CMP.b #$0E : BEQ ++
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JML LoadCommonSprites_Prep3To4Low
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+ JML LoadCommonSprites_in_file_select
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++ LDA.b #$50 : STA.w $2117 ; skip over some DMA bytes
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JML Sound_LoadLightWorldSongBank-1 ; just some RTS in Bank 00
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incsrc dynamic_si_vram.asm
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incsrc dynamic_si_vram.asm
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;===================================================================================================
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;===================================================================================================
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