Show button help on map screen
This commit is contained in:
@@ -1442,6 +1442,33 @@ DoorsMapSelectCursor:
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PLP
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RTL
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DoorsMapCurrentRoom:
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PHP
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REP #$30
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JSL DetectLinksSection
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INC A
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XBA
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ASL A : ASL A : ASL A : ASL A
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ORA.b RoomIndex
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STA.l CurrentDisplayedRoom
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STZ.w GFXStripes
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JSL ClearDoorsMapBG1
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JSL ClearDoorsMapBG2
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JSL DrawCurrentSupertile
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SEP #$30
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LDA.b #$08
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STA.b $17
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LDA.b #$20
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STA.w $012F
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PLP
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RTL
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DoorsMapNextEntrance:
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PHP
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REP #$30
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@@ -1456,8 +1483,19 @@ DoorsMapNextEntrance:
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+
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TYA
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CMP.l CurrentDoorEntrance
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BNE +
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TYA
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ASL A
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TAX
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LDA.l EntranceData_room_id, X
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STA.b $CA
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JSR GetSpecificRoomVisibility
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BNE .acceptable
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BEQ .done
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+
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TYX
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LDA.l $82D1EF, X
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AND.w #$00FF
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@@ -20,6 +20,9 @@ CheckSwitchMap:
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BIT.b #$20
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BNE .next_entrance
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BIT.b #$40
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BNE .current_room
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AND.b #$0F
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BEQ .doors_done
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BIT.b #$08 : BEQ + : LDA.b #$00 : BRA .doors_move_cursor : +
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@@ -44,6 +47,13 @@ CheckSwitchMap:
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JSL DoorsMapChangeDungeon
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BRA .doors_done
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.current_room
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LDA.l CachedDungeonID
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CMP.w DungeonID
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BNE .doors_done
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JSL DoorsMapCurrentRoom
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BRA .doors_done
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.doors_done
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REP #$20
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LDA.w #$0002 ; ignore input! nothing to see here!
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@@ -204,6 +214,7 @@ DrawDungeonLabel:
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LDY.b #$20
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+
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; Dungeon Label
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REP #$20
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LDA.w #$E660
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STA.w GFXStripes+$02, Y
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@@ -214,9 +225,110 @@ DrawDungeonLabel:
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STA.w GFXStripes+$06, Y
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LDA.l DungeonLabels+2, X
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STA.w GFXStripes+$08, Y
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TYA
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CLC : ADC.w #$0008
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TAY
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; L/R switch indicators
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LDA.w #$E310
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STA.w GFXStripes+$02, Y
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LDA.w #$E910
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STA.w GFXStripes+$0A, Y
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LDA.w #$E318
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STA.w GFXStripes+$12, Y
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LDA.w #$E918
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STA.w GFXStripes+$1A, Y
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LDA.w #$0300
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STA.w GFXStripes+$04, Y
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STA.w GFXStripes+$0C, Y
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STA.w GFXStripes+$14, Y
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STA.w GFXStripes+$1C, Y
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LDA.w #$49AF
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STA.w GFXStripes+$06, Y
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STA.w GFXStripes+$16, Y
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LDA.w #$099E
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STA.w GFXStripes+$08, Y
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STA.w GFXStripes+$18, Y
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LDA.w #$099F
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STA.w GFXStripes+$0E, Y
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STA.w GFXStripes+$1E, Y
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LDA.w #$09AF
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STA.w GFXStripes+$10, Y
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STA.w GFXStripes+$20, Y
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TYA
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CLC : ADC.w #$0020
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TAY
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LDA.l DRMode
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BEQ .not_doors
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LDA.l DungeonMapMode
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BEQ .doors
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.not_doors
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JMP .skip_doors
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.doors
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; Select for Next Entrance indicator
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LDA.w #$E311
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STA.w GFXStripes+$02, Y
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LDA.w #$E319
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STA.w GFXStripes+$16, Y
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LDA.w #$0F00
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STA.w GFXStripes+$04, Y
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STA.w GFXStripes+$18, Y
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LDA.w #$09B8
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LDX.b #$07
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-
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STA.w GFXStripes+$06, Y
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STA.w GFXStripes+$1A, Y
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INC A
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INY : INY
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DEX
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BPL -
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TYA
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CLC : ADC.w #$0018
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TAY
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LDA.l CachedDungeonID
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AND.w #$00FF
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CMP.w DungeonID
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BNE .skip_doors
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; Y for Current Location indicator
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LDA.w #$A411
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STA.w GFXStripes+$02, Y
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LDA.w #$A419
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STA.w GFXStripes+$12, Y
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LDA.w #$0B00
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STA.w GFXStripes+$04, Y
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STA.w GFXStripes+$14, Y
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LDA.w #$09A9
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LDX.b #$05
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-
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STA.w GFXStripes+$06, Y
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STA.w GFXStripes+$16, Y
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INC A
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INY : INY
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DEX
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BPL -
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TYA
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CLC : ADC.w #$0014
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TAY
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.skip_doors
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SEP #$20
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LDA.b #$FF
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STA.w GFXStripes+$0A, Y
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STA.w GFXStripes+$02, Y
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LDA.b #$01
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STA.b NMISTRIPES
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@@ -5,7 +5,7 @@ db $08
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; use AA1 = $1C for map stuff
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org $80E193
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skip 4
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db $61, $62, $62, $D6
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db $61, $62, $63, $D6
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org $8AE11D
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LDA.b #$1C
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@@ -203,11 +203,11 @@ dw $1E60, $3EC0, $2111
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dw $1F60, $3EC0, $2111
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; left side border
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dw $6260, $2AC0, $2110
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dw $6B60, $2AC0, $6110
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dw $2263, $0100, $A100
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dw $2363, $0E40, $A101
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dw $2B63, $0100, $E100
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dw $6260, $1AC0, $2110
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dw $6B60, $1AC0, $6110
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dw $2262, $0100, $A100
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dw $2362, $0E40, $A101
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dw $2B62, $0100, $E100
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; right side top area border
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dw $4E60, $0100, $2100
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@@ -229,12 +229,19 @@ dw $2E63, $0100, $A100
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dw $2F63, $1A40, $A101
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dw $3D63, $0100, $E100
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; blank between right side areas
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dw $4E62, $1E40, $2111
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dw $6E62, $1E40, $2111
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; blank below left side
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dw $4262, $4440, $2111
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dw $6262, $4440, $2111
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dw $4063, $4640, $2111
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dw $6063, $4640, $2111
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dw $8262, $1240, $2111
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dw $A262, $1240, $2111
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dw $C262, $1240, $2111
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dw $E262, $1240, $2111
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dw $0263, $1240, $2111
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dw $2263, $1240, $2111
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dw $4263, $4440, $2111
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dw $6263, $4440, $2111
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; map area inside top area
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dw $6F60, $1A40, $1D11
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