Change Compass addresses
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@@ -11,9 +11,10 @@ DrawDungeonCompassCounts:
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BNE + : RTL : + ; skip if we don't have compass
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++
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LDA $040C : LSR : TAX
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LDA.l CompassTotal, X : AND #$00FF
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LDA $040C : LSR
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BNE +
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INC
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+ TAX : LDA.l CompassTotal, X : AND #$00FF
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SEP #$20
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JSR HudHexToDec2Digit
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REP #$20
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@@ -22,7 +23,7 @@ DrawDungeonCompassCounts:
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LDX.b $07 : TXA : ORA #$2400 : STA $7EC79C
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PLX
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LDA $7EF4C0, X : AND #$00FF
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LDA $7EF4BF, X : AND #$00FF
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SEP #$20
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JSR HudHexToDec2Digit
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REP #$20
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@@ -316,11 +316,14 @@ AddInventory:
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SEP #$20 ; Set 8-bit Accumulator
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LDA $040C ; get dungeon id
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BNE +
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INC #2 ; treat sewers as HC
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+ CMP #$FF : BEQ .fullItemCounts
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CMP.l BallNChainDungeon : BNE +
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CPY.b #$32 : BNE +
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BRL .fullItemCounts
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+ LSR : TAX : LDA $7EF4C0, X : INC : STA $7EF4C0, X
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+ LSR : TAX : LDA $7EF4BF, X : INC : STA $7EF4BF, X
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CPX.b #$0D : BNE +
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LDA $7EF366 : AND #$04 : BNE ++
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JSR .incrementGTowerPreBigKey
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@@ -1,5 +1,4 @@
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;================================================================================
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;================================================================================
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; Lamp Mantle & Light Cone Fix
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;--------------------------------------------------------------------------------
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; Output: 0 for darkness, 1 for lamp cone
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@@ -12,7 +11,7 @@ LampCheckOverride:
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LDA $7EF3CA : BNE +
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.lightWorld
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LDA $040C : CMP.b #$02 : BNE ++ ; check if we're in HC
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LDA $040C : CMP.b #$04 : !BGE ++ ; check if we're in HC
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LDA LampConeSewers : BRA .done
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++
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LDA LampConeLightWorld : BRA .done
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