Adding colorblind friendly red crystal gfx
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@@ -101,7 +101,7 @@ org $8ABF36
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WorldMapIcon_prize_tile:
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db $00, $00 ; ; Hyrule Castle
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db $00, $00 ; ; Sewers
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db $38, $62 ; green pendant ; Eastern Palace
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db $38, $60 ; green pendant ; Eastern Palace
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db $34, $60 ; blue pendant ; Desert Palace
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db $00, $00 ; ; Agahnim's Tower
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db $34, $64 ; crystal ; Swamp Palace
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@@ -155,11 +155,13 @@ BRA + : NOP #6 : + ; skip pyramid open check
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; $04 = Current World
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; $05 = Current Dungeon
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; $06 = Helper Bitfield
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; $0A = Used as flag to draw icon overlay
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; $0B-$0F = OAM GFX Data
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org $8AC02B
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DrawPrizesOverride:
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PHB : LDA.b #WorldMapIcon_DungeonPointers>>16 : PHA : PLB
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LDA.l CurrentWorld : STA.b Scrap04
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LDY.b #$00 : STY.b Scrap0A
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REP #$20
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LDA.w #$0800+8 : STA.b OAMPtr
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LDA.w #$0A20+2 : STA.b OAMPtr+2
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@@ -249,6 +251,7 @@ DrawPrizesOverride:
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; determine if draw and/or continue
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JSR WorldMap_ValidateCoords : BCS .advance
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JSR WorldMap_DrawTileOverlay
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JSR WorldMap_DrawTile
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.advance
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LDY.b Scrap05 : DEY #2 : BMI + : JMP .next_dungeon : +
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@@ -275,6 +278,22 @@ CLC : RTS
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.fail
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SEC : RTS
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WorldMap_DrawTileOverlay:
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LDA.b Scrap0C : PHA : AND.w #$0EFF
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CMP.w #$0264 : BEQ .do_overlay ; red crystal
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CMP.w #$0860 : BEQ .do_overlay ; green pendant
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PLA
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RTS
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.do_overlay
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LDX.b Scrap0B : PHX
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LDX.b #$01 : STX.b Scrap0A
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DEX : STX.b Scrap0B
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LDA.b Scrap0C : AND.w #$FF00 : ORA.w #$006A : STA.w Scrap0C
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JSR WorldMap_DrawTile
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LDX.b #$00 : STX.b Scrap0A
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PLX : PLA : STX.b Scrap0B : STA.b Scrap0C
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RTS
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WorldMap_DrawTile:
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SEP #$20
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LDX.b Scrap0B : TXA : STA.b (OAMPtr+2)
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@@ -282,6 +301,10 @@ WorldMap_DrawTile:
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LDA.b Scrap00 : PHA
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JSR WorldMap_CalculateOAMCoordinates
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PLA : STA.b Scrap00
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LDX.b Scrap0A : BEQ +
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LDA.b Scrap0E : CLC : ADC.b #$04 : STA.b Scrap0E
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LDA.b Scrap0F : CLC : ADC.b #$04 : STA.b Scrap0F
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+
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LDX.b Scrap0B : BEQ +
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LDA.b Scrap0E : SEC : SBC.b #$04 : STA.b Scrap0E
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LDA.b Scrap0F : SEC : SBC.b #$04 : STA.b Scrap0F
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