move storage of BOMB_LEVEL to make it play nicely with starting equipment
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@@ -36,8 +36,9 @@ db #$20, #$19, #$08, #$31 ; year/month/day
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; Rando Specific SRAM assignments
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!SHOP_PURCHASE_COUNTS = "$7EF302" ;$7EF302 - $7EF33F (temporary home)
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!INVENTORY_SWAP = "$7EF38C" ; [w]
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!INVENTORY_SWAP_2 = "$7EF38E" ; [w]
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!INVENTORY_SWAP = "$7EF38C"
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!INVENTORY_SWAP_2 = "$7EF38E"
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!BOMB_LEVEL = "$7EF38F"
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!ITEM_LIMIT_COUNTS = "$7EF390" ; $7EF390 - ????
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!NPC_FLAGS = "$7EF410"
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!NPC_FLAGS_2 = "$7EF411"
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@@ -58,7 +59,6 @@ db #$20, #$19, #$08, #$31 ; year/month/day
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;$7EF420 - $7EF46F - Stat Tracking Bank 1 (overlaps with RNG Item Flags)
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;$7EF450 - $7EF45F - RNG Item (Single) Flags
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;$7EF4A0 - $7EF4A7 - Service Request Block
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!PROGRESSIVE_BOMBS = "$7EF4A8"
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;$7EF4AA - $7EF4AD = Stat Tracking Bank 2
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!FRESH_FILE_MARKER = "$7EF4F0" ; zero if fresh file
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;$700500 - $70050F - Extended File Name
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@@ -149,7 +149,7 @@ SetEscapeAssist:
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++
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LDA.l SpecialBombs : BEQ +
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LDA.l $7EF4A8 : BEQ +
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LDA.l !BOMB_LEVEL : BEQ +
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LDA #$01 : STA !INFINITE_BOMBS
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+
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RTL
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@@ -718,7 +718,7 @@ RTL
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.incrementBossSword
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LDA SpecialBombs : BEQ +
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LDA $7EF4A8 : BRA ++
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LDA !BOMB_LEVEL : BRA ++
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+ : LDA $7EF359
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++
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BNE + : -
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@@ -76,9 +76,9 @@ JMP .done
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PHA
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TYA ; load bomb upgrade item
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!SUB #$B0 ; convert to bomb level
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CMP.l $7EF4A8 : !BGE + ; skip if highest is lower (this is an upgrade)
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LDA.l $7EF4A8 : !ADD #$B0 ; convert to item id
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TAY : PLA : LDA.l $7EF4A8 ; put bomb level into the thing to write
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CMP.l !BOMB_LEVEL : !BGE + ; skip if highest is lower (this is an upgrade)
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LDA.l !BOMB_LEVEL : !ADD #$B0 ; convert to item id
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TAY : PLA : LDA.l !BOMB_LEVEL ; put bomb level into the thing to write
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JMP .done
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+
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PLA
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@@ -565,7 +565,7 @@ AddReceivedItemExpanded:
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LDA.b #$0E : STA $02D8 : BRA .done ; Bee in a bottle
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+++
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++ : CMP.b #$B6 : BNE ++ ; Progressive Bombs
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LDA $7EF4A8
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LDA !BOMB_LEVEL
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CMP.b #$00 : BNE + ; have no Bombs
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LDA.b #$B1 : STA $02D8 : JMP .done
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+ : CMP.b #$01 : BNE + ; have L-1 Bombs
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@@ -836,7 +836,7 @@ AddReceivedItemExpanded:
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dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Big Key
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dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Free Small Key
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dw $F36A ; Bee Trap
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dw $F4A8, $F4A8, $F4A8, $F4A8, $F4A8, $F4A8 ; Bomb Upgrades
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dw $F38F, $F38F, $F38F, $F38F, $F38F, $F38F ; Bomb Upgrades
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dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
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dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
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dw $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A, $F36A ; Unused
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@@ -1,6 +1,5 @@
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;--------------------------------------------------------------------------------
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!ANCILLA_DAMAGE = "$06EC84"
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!BOMB_LEVEL = "$7EF4A8"
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; start with X = sprite index, A = ancilla type index
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;--------------------------------------------------------------------------------
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DamageClassCalc:
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@@ -262,7 +261,7 @@ DrawSwordInMenu:
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LDA.w #$F859 : STA $04
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RTL
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.bombSword
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LDA $7EF4A8 : AND.w #$00FF : STA $02
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LDA !BOMB_LEVEL : AND.w #$00FF : STA $02
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LDA.w #$FC51 : STA $04
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RTL
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;--------------------------------------------------------------------------------
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@@ -135,7 +135,7 @@ CheckTabletSword:
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LDA.b #$02 : RTL
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+
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LDA.l SpecialBombs : BEQ +
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LDA $7EF4A8 : CMP #$02 : !BLT + ; check for master bombs
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LDA !BOMB_LEVEL : CMP #$02 : !BLT + ; check for master bombs
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LDA.b #$02 : RTL
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+
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LDA $7EF359 ; get actual sword value
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@@ -1632,7 +1632,7 @@ dw $0000, $0000, $0000, $0000, $F800, $0000, $0000, $0000
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dw $0000, $0000, $0000, $0000, $0000, $0000, $0000, $0000
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dw $0000, $0000
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;--------------------------------------------------------------------------------
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; 0x182355 - 183FFF (unused)
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; 0x183055 - 183FFF (unused)
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;================================================================================
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org $30C000 ; PC 0x184000 - 0x184007
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ItemSubstitutionRules:
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