More fixes
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@@ -3,7 +3,7 @@
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;--------------------------------------------------------------------------------
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HeartPieceGet:
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PHX : PHY
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LDY.w SpriteItemType, X ; load item value into Y register
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LDY.w SpriteID, X ; load item value into Y register
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BNE +
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JSL.l LoadHeartPieceRoomValue : TAY
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+
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@@ -23,7 +23,7 @@ RTL
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HeartContainerGet:
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PHX : PHY
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JSL.l IncrementBossSword
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LDY.w SpriteItemType, X : BNE +
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LDY.w SpriteID, X : BNE +
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JSL.l LoadHeartContainerRoomValue : TAY
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+
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BRA HeartPieceGet_skipLoad
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@@ -36,7 +36,7 @@ DrawHeartPieceGFX:
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JSL.l HeartPieceSpritePrep
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JMP .done ; don't draw on the init frame
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.skipInit
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LDA.w SpriteItemType, X ; Retrieve stored item type
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LDA.w SpriteID, X ; Retrieve stored item type
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.skipLoad
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PHA : PHX
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TAX
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@@ -66,7 +66,7 @@ DrawHeartContainerGFX:
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BRA DrawHeartPieceGFX_done ; don't draw on the init frame
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.skipInit
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LDA.w SpriteItemType, X ; Retrieve stored item type
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LDA.w SpriteID, X ; Retrieve stored item type
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BRA DrawHeartPieceGFX_skipLoad
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;--------------------------------------------------------------------------------
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@@ -110,7 +110,7 @@ HeartPieceSpritePrep:
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LDA.b #$00 : STA.l RedrawFlag
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JSL.l LoadHeartPieceRoomValue
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JSL.l ResolveLootIDLong
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STA.w SpriteItemType, X
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STA.w SpriteID, X
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JSL.l PrepDynamicTile_loot_resolved
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.skip
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@@ -123,7 +123,7 @@ HeartContainerSpritePrep:
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LDA.b #$00 : STA.l RedrawFlag
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JSL.l LoadHeartContainerRoomValue ; load item type
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JSL.l ResolveLootIDLong
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STA.w SpriteItemType, X ; Store item type
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STA.w SpriteID, X
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JSL.l PrepDynamicTile_loot_resolved
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PLA
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