item timestamps for credits
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@@ -381,11 +381,15 @@ AddInventory:
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+ CPY.b #$17 : BNE + ; Heart Piece
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JSR .incrementHeartPiece
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BRL .done
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+ CPY.b #$18 : !BLT + ; Items 18 - 1A
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CPY.b #$1B : !BGE +
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+ CPY.b #$18 : !BLT + ; Items 18 - 19
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CPY.b #$1A : !BGE +
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JSR .incrementY
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BRL .done
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+ CPY.b #$1D : BNE + ; Book of Mudora - leave this above the 1B-1F condition
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+ CPY.b #$1A : BNE + ; Magic Mirror
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JSR .stampMirror
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JSR .incrementY
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BRL .done
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+ CPY.b #$1D : BNE + ; Book of Mudora - LEAVE THIS ABOVE THE 1B-1F CONDITION - kkat
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JSR .incrementY
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BRL .done
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+ CPY.b #$1B : !BLT + ; Items 1B - 1F
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@@ -458,6 +462,7 @@ AddInventory:
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JSR .incrementSword
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BRL .done
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+ CPY.b #$4A : BNE + ; Flute (Active)
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JSR .stampFlute
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JSR .incrementY
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BRL .done
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+ CPY.b #$4B : BNE + ; Pegasus Boots
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@@ -526,8 +531,11 @@ RTL
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.stampSword
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REP $20 ; set 16-bit accumulator
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LDA !NMI_TIME : STA !SWORD_TIME
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LDA !NMI_TIME+2 : STA !SWORD_TIME+2
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LDA !SWORD_TIME : BNE +
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LDA !SWORD_TIME+2 : BNE +
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LDA !NMI_TIME : STA !SWORD_TIME
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LDA !NMI_TIME+2 : STA !SWORD_TIME+2
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+
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REP $20 ; set 8-bit accumulator
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RTS
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@@ -554,6 +562,7 @@ RTS
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.incrementSword
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; CHECK FOR DUPLICATE SWORDS
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JSR .stampSword
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TYA ; load sword item
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CMP.b #$50 : BNE + : LDA.b #$01 : + ; convert extra master sword to normal one
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CMP.b #$49 : BNE + : LDA.b #$00 : + ; convert extra fighter sword to normal one
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