First pass-through adding labels
Added items, equipment, and tracking/indicators Added playername changes Removed some defines
This commit is contained in:
147
newitems.asm
147
newitems.asm
@@ -144,7 +144,6 @@ endmacro
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;--------------------------------------------------------------------------------
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!CHALLENGE_TIMER = "$7EF454"
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!GOAL_COUNTER = "$7EF418"
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!INVENTORY_SWAP_2 = "$7EF38E"
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;--------------------------------------------------------------------------------
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;carry clear if pass
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;carry set if caught
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@@ -201,62 +200,62 @@ AddReceivedItemExpandedGetItem:
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LDA $02D8 ; check inventory
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JSL.l FreeDungeonItemNotice
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CMP.b #$0B : BNE + ; Bow
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LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ ++
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LDA BowTracking : AND.b #$40 : BEQ ++
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LDA.l SilverArrowsUseRestriction : BNE ++
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LDA.b #03 : STA $7EF340 ; set bow to silver
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LDA.b #03 : STA BowEquipment ; set bow to silver
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++
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JMP .done
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+ CMP.b #$3B : BNE + ; Silver Bow
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LDA.l SilverArrowsUseRestriction : BNE .noequip
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LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ .noequip
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LDA $7EF376 : BNE ++ ; check arrows
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LDA ArrowsFiller : BNE ++ ; check arrows
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LDA.b #$03 : BRA +++ ; bow without arrow
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++
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LDA.b #$04 ; bow with arrow
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+++
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STA $7EF340
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STA BowEquipment
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.noequip
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LDA !INVENTORY_SWAP_2 : ORA #$40 : STA !INVENTORY_SWAP_2 ; mark silver bow on y-toggle
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LDA BowTracking : ORA #$40 : STA BowTracking ; mark silver bow on y-toggle
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JMP .done
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+ CMP.b #$4C : BNE + ; 50 bombs
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;LDA.b #$07 : STA $7EF370 ; upgrade bombs
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LDA.b #50 : !SUB.l StartingMaxBombs : STA $7EF370 ; upgrade bombs
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LDA.b #50 : STA $7EF375 ; fill bombs
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;LDA.b #$07 : STA BombCapacityUpgrades ; upgrade bombs
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LDA.b #50 : !SUB.l StartingMaxBombs : STA BombCapacityUpgrades ; upgrade bombs
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LDA.b #50 : STA BombsFiller ; fill bombs
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JMP .done
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+ CMP.b #$4D : BNE + ; 70 arrows
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;LDA #$07 : STA $7EF371 ; upgrade arrows
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LDA.b #70 : !SUB.l StartingMaxArrows : STA $7EF371 ; upgrade arrows
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LDA.b #70 : STA $7EF376 ; fill arrows
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;LDA #$07 : STA ArrowCapacityUpgrades ; upgrade arrows
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LDA.b #70 : !SUB.l StartingMaxArrows : STA ArrowCapacityUpgrades ; upgrade arrows
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LDA.b #70 : STA ArrowsFiller ; fill arrows
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JMP .done
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+ CMP.b #$4E : BNE + ; 1/2 magic
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LDA $7EF37B : CMP #$02 : !BGE ++
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INC : STA $7EF37B ; upgrade magic
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LDA MagicConsumption : CMP #$02 : !BGE ++
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INC : STA MagicConsumption ; upgrade magic
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++
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LDA.b #$80 : STA $7EF373 ; fill magic
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LDA.b #$80 : STA MagicFiller ; fill magic
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JMP .done
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+ CMP.b #$4F : BNE + ; 1/4 magic
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LDA.b #$02 : STA $7EF37B ; upgrade magic
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LDA.b #$80 : STA $7EF373 ; fill magic
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LDA.b #$02 : STA MagicConsumption ; upgrade magic
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LDA.b #$80 : STA MagicFiller ; fill magic
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JMP .done
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+ CMP.b #$50 : BNE + ; Master Sword (Safe)
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LDA $7EF359 : CMP.b #$02 : !BGE + ; skip if we have a better sword
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LDA.b #$02 : STA $7EF359 ; set master sword
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LDA SwordEquipment : CMP.b #$02 : !BGE + ; skip if we have a better sword
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LDA.b #$02 : STA SwordEquipment ; set master sword
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JMP .done
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+ CMP.b #$51 : BNE + ; +5 Bombs
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LDA $7EF370 : !ADD.b #$05 : STA $7EF370 ; upgrade bombs +5
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LDA.l Upgrade5BombsRefill : STA $7EF375 ; fill bombs
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LDA BombCapacityUpgrades : !ADD.b #$05 : STA BombCapacityUpgrades ; upgrade bombs +5
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LDA.l Upgrade5BombsRefill : STA BombsFiller ; fill bombs
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JMP .done
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+ CMP.b #$52 : BNE + ; +10 Bombs
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LDA $7EF370 : !ADD.b #$0A : STA $7EF370 ; upgrade bombs +10
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LDA.l Upgrade10BombsRefill : STA $7EF375 ; fill bombs
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LDA BombCapacityUpgrades : !ADD.b #$0A : STA BombCapacityUpgrades ; upgrade bombs +10
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LDA.l Upgrade10BombsRefill : STA BombsFiller ; fill bombs
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JMP .done
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+ CMP.b #$53 : BNE + ; +5 Arrows
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LDA $7EF371 : !ADD.b #$05 : STA $7EF371 ; upgrade arrows +5
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LDA.l Upgrade5ArrowsRefill : STA $7EF376 ; fill arrows
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LDA ArrowCapacityUpgrades : !ADD.b #$05 : STA ArrowCapacityUpgrades ; upgrade arrows +5
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LDA.l Upgrade5ArrowsRefill : STA ArrowsFiller ; fill arrows
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JMP .done
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+ CMP.b #$54 : BNE + ; +10 Arrows
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LDA $7EF371 : !ADD.b #$0A : STA $7EF371 ; upgrade arrows +10
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LDA.l Upgrade10ArrowsRefill : STA $7EF376 ; fill arrows
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LDA ArrowCapacityUpgrades : !ADD.b #$0A : STA ArrowCapacityUpgrades ; upgrade arrows +10
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LDA.l Upgrade10ArrowsRefill : STA ArrowsFiller ; fill arrows
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JMP .done
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+ CMP.b #$55 : BNE + ; Programmable Object 1
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%ProgrammableItemLogic(1)
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@@ -270,15 +269,15 @@ AddReceivedItemExpandedGetItem:
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+ CMP.b #$58 : BNE + ; Upgrade-Only Sivler Arrows
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LDA.l SilverArrowsUseRestriction : BNE +++
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LDA.l SilverArrowsAutoEquip : AND.b #$01 : BEQ +++
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LDA $7EF340 : BEQ ++ : CMP.b #$03 : !BGE ++
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!ADD.b #$02 : STA $7EF340 ; switch to silver bow
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LDA BowEquipment : BEQ ++ : CMP.b #$03 : !BGE ++
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!ADD.b #$02 : STA BowEquipment ; switch to silver bow
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++
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+++
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LDA.l ArrowMode : BEQ ++
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LDA.b #$01 : STA $7EF376
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LDA.b #$01 : STA ArrowsFiller
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++
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+ CMP.b #$59 : BNE + ; 1 Rupoor
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REP #$20 : LDA $7EF360 : !SUB RupoorDeduction : STA $7EF360 : SEP #$20 ; Take 1 rupee
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REP #$20 : LDA TargetRupees : !SUB RupoorDeduction : STA TargetRupees : SEP #$20 ; Take 1 rupee
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JMP .done
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+ CMP.b #$5A : BNE + ; Null Item
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JMP .done
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@@ -345,53 +344,53 @@ AddReceivedItemExpandedGetItem:
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+ CMP.b #$70 : !BLT + : CMP.b #$80 : !BGE + ; Free Map
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AND #$0F : CMP #$08 : !BGE ++
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%ValueShift()
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ORA $7EF368 : STA $7EF368 ; Map 1
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ORA MapField : STA MapField ; Map 1
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JMP .done
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++
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!SUB #$08
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%ValueShift()
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BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
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ORA $7EF369 : STA $7EF369 ; Map 2
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ORA MapField+1 : STA MapField+1 ; Map 2
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JMP .done
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+ CMP.b #$80 : !BLT + : CMP.b #$90 : !BGE + ; Free Compass
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AND #$0F : CMP #$08 : !BGE ++
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%ValueShift()
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ORA $7EF364 : STA $7EF364 ; Compass 1
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ORA CompassField : STA CompassField ; Compass 1
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JMP .done
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++
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!SUB #$08
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%ValueShift()
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BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
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ORA $7EF365 : STA $7EF365 ; Compass 2
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ORA CompassField+1 : STA CompassField+1 ; Compass 2
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JMP .done
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+ CMP.b #$90 : !BLT + : CMP.b #$A0 : !BGE + ; Free Big Key
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AND #$0F : CMP #$08 : !BGE ++
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%ValueShift()
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ORA $7EF366 : STA $7EF366 ; Big Key 1
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ORA BigKeyField : STA BigKeyField ; Big Key 1
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JMP .done
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++
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!SUB #$08
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%ValueShift()
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BIT.b #$C0 : BEQ +++ : LDA.b #$C0 : +++ ; Make Hyrule Castle / Sewers Count for Both
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ORA $7EF367 : STA $7EF367 ; Big Key 2
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ORA BigKeyField+1 : STA BigKeyField+1 ; Big Key 2
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JMP .done
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+ CMP.b #$A0 : !BLT + : CMP.b #$B0 : !BGE + ; Free Small Key
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AND #$0F : TAX
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LDA $7EF37C, X : INC : STA $7EF37C, X ; Increment Key Count
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LDA SewerKeys, X : INC : STA SewerKeys, X ; Increment Key Count
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CPX.b #$00 : BNE ++
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STA $7EF37D ; copy HC to sewers
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STA HyruleCastleKeys ; copy HC to sewers
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++ : CPX.b #$01 : BNE ++
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STA $7EF37C ; copy sewers to HC
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STA SewerKeys ; copy sewers to HC
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++
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LDA.l GenericKeys : BEQ +
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.generic
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LDA $7EF36F : INC : STA $7EF36F
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LDA CurrentSmallKeys : INC : STA CurrentSmallKeys
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JMP .done
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.normal
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TXA : ASL : CMP $040C : BNE ++
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LDA $7EF36F : INC : STA $7EF36F
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LDA CurrentSmallKeys : INC : STA CurrentSmallKeys
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++
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JMP .done
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+
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@@ -404,7 +403,7 @@ RTL
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; #$90 - Big Keys
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; #$A0 - Small Keys
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;--------------------------------------------------------------------------------
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!PROGRESSIVE_SHIELD = "$7EF416" ; ss-- ----
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!HIGHEST_ARMOR_SHIELD_SWORD = "$7EF416" ; ss-- ----
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!RNG_ITEM = "$7EF450"
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!SCRATCH_AREA = "$7F5020"
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!SINGLE_INDEX_TEMP = "$7F5020"
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@@ -458,11 +457,11 @@ AddReceivedItemExpanded:
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LDA.l BottleLimitReplacement : STA $02D8
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+++ : JMP .done
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++ : CMP.b #$4E : BNE ++ ; Progressive Magic
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LDA $7EF37B : BEQ +++
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LDA MagicConsumption : BEQ +++
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LDA.b #$4F : STA $02D8
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+++ : JMP .done
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++ : CMP.b #$5E : BNE ++ ; Progressive Sword
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LDA $7EF359 : CMP.l ProgressiveSwordLimit : !BLT +
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LDA SwordEquipment : CMP.l ProgressiveSwordLimit : !BLT +
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LDA.l ProgressiveSwordReplacement : STA $02D8 : JMP .done
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+ : CMP.b #$00 : BNE + ; No Sword
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LDA.b #$49 : STA $02D8 : JMP .done
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@@ -473,39 +472,35 @@ AddReceivedItemExpanded:
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+ ; Everything Else
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LDA.b #$03 : STA $02D8 : JMP .done
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++ : CMP.b #$5F : BNE ++ ; Progressive Shield
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LDA !PROGRESSIVE_SHIELD : LSR #6 : CMP.l ProgressiveShieldLimit : !BLT +
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LDA ShieldEquipment : CMP.l ProgressiveShieldLimit : !BLT +
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LDA.l ProgressiveShieldReplacement : STA $02D8 : JMP .done
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+
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LDA !PROGRESSIVE_SHIELD : AND.b #$C0 : BNE + ; No Shield
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LDA.b #$04 : STA $02D8
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LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : JMP .done
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+ : CMP.b #$40 : BNE + ; Fighter Shield
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LDA.b #$05 : STA $02D8
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LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : JMP .done
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+ : CMP.b #$00 : BNE + ; No Shield
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LDA.b #$04 : STA $02D8 : JMP .done
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+ : CMP.b #$01 : BNE + ; Fighter Shield
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LDA.b #$05 : STA $02D8 : JMP .done
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+ ; Everything Else
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LDA.b #$06 : STA $02D8
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LDA !PROGRESSIVE_SHIELD : !ADD.b #$40 : STA !PROGRESSIVE_SHIELD : JMP .done
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LDA.b #$06 : STA $02D8 : JMP .done
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++ : CMP.b #$60 : BNE ++ ; Progressive Armor
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LDA $7EF35B : CMP.l ProgressiveArmorLimit : !BLT +
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LDA ArmorEquipment : CMP.l ProgressiveArmorLimit : !BLT +
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LDA.l ProgressiveArmorReplacement : STA $02D8 : JMP .done
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+ : CMP.b #$00 : BNE + ; No Armor
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LDA.b #$22 : STA $02D8 : JMP .done
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+ ; Everything Else
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LDA.b #$23 : STA $02D8 : JMP .done
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++ : CMP.b #$61 : BNE ++ ; Progressive Lifting Glove
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LDA $7EF354 : BNE + ; No Lift
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LDA GloveEquipment : BNE + ; No Lift
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LDA.b #$1B : STA $02D8 : BRA .done
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+ ; Everything Else
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LDA.b #$1C : STA $02D8 : BRA .done
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++ : CMP.b #$64 : BNE ++ : -- ; Progressive Bow
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LDA $7EF340 : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
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LDA BowEquipment : INC : LSR : CMP.l ProgressiveBowLimit : !BLT +
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LDA.l ProgressiveBowReplacement : STA $02D8 : JMP .done
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+ : CMP.b #$00 : BNE + ; No Bow
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LDA.b #$3A : STA $02D8 : BRA .done
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+ ; Any Bow
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LDA.b #$3B : STA $02D8 : BRA .done
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++ : CMP.b #$65 : BNE ++ ; Progressive Bow 2
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LDA.l !INVENTORY_SWAP_2 : ORA #$20 : STA.l !INVENTORY_SWAP_2
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LDA.l BowTracking : ORA #$20 : STA.l BowTracking
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BRA --
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; ++ : CMP.b #$FE : BNE ++ ; Server Request (Null Chest)
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; JSL ChestItemServiceRequest
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@@ -758,7 +753,7 @@ org $A08800
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dw $F359 ; Master Sword (Safe)
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dw $F375, $F375, $F376, $F376 ; +5/+10 Bomb Arrows
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dw $F41A, $F41C, $F41E ; 3x Programmable Item
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dw $F340 ; Upgrade-Only Sivler Arrows
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dw $F340 ; Upgrade-Only Silver Arrows
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dw $F360 ; 1 Rupoor
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dw $F36A ; Null Item
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dw $F454, $F454, $F454 ; Red, Blue & Green Clocks
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@@ -918,8 +913,8 @@ Link_ReceiveItemAlternatesExpanded:
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RTL
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;--------------------------------------------------------------------------------
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;DrawHUDSilverArrows:
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; LDA $7EF340 : AND.w #$00FF : BNE +
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; LDA !INVENTORY_SWAP_2 : AND.w #$0040 : BEQ +
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; LDA BowEquipment : AND.w #$00FF : BNE +
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; LDA BowTracking : AND.w #$0040 : BEQ +
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; LDA.w #$2810 : STA $11C8
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; LDA.w #$2811 : STA $11CA
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; LDA.w #$2820 : STA $1208
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@@ -928,19 +923,19 @@ RTL
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; LDA.w #$11CE : STA $00 ; thing we wrote over
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;RTL
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;--------------------------------------------------------------------------------
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;Return $7EF340 but also draw silver arrows if you have the upgrade even if you don't have the bow
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;Return BowEquipment but also draw silver arrows if you have the upgrade even if you don't have the bow
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CheckHUDSilverArrows:
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LDA.l ArrowMode : BEQ .normal
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.rupee_arrows
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JSL.l DrawHUDArrows
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LDA $7EF340
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LDA BowEquipment
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RTL
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.normal
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LDA $7EF340 : BNE +
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LDA !INVENTORY_SWAP_2 : AND.b #$40 : BEQ ++
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LDA BowEquipment : BNE +
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LDA BowTracking : AND.b #$40 : BEQ ++
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JSL.l DrawHUDArrows
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++
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LDA $7EF340
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LDA BowEquipment
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+
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RTL
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;--------------------------------------------------------------------------------
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@@ -948,9 +943,9 @@ DrawHUDArrows:
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LDA.l ArrowMode : BEQ .normal
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.rupee_arrows
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LDA $7EF377 : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
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LDA $7EF340 : BNE +
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LDA !INVENTORY_SWAP_2 : AND.b #$40 : BNE .silver
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LDA CurrentArrows : BEQ .none ; assuming silvers will increment this. if we go with something else, reorder these checks
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LDA BowEquipment : BNE +
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LDA BowTracking : AND.b #$40 : BNE .silver
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BRA .wooden
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+ CMP.b #03 : !BGE .silver
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@@ -1070,7 +1065,7 @@ IncrementItemCounters:
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.match
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PHX
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TXA : LSR #2 : TAX
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LDA !ITEM_LIMIT_COUNTS, X : INC : STA !ITEM_LIMIT_COUNTS, X
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LDA ItemLimitCounts, X : INC : STA ItemLimitCounts, X
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PLX
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BEQ .exit
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.noMatch
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@@ -1090,7 +1085,7 @@ AttemptItemSubstitution:
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.match
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PHX
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TXA : LSR #2 : TAX
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LDA !ITEM_LIMIT_COUNTS, X
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LDA ItemLimitCounts, X
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PLX
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CMP.l ItemSubstitutionRules+1, X : !BLT +
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LDA.l ItemSubstitutionRules+2, X : STA 1,s
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@@ -1106,10 +1101,10 @@ RTS
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CountBottles:
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PHX
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LDX.b #$00
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LDA $7EF35C : BEQ ++ : INX
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++ : LDA $7EF35D : BEQ ++ : INX
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++ : LDA $7EF35E : BEQ ++ : INX
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++ : LDA $7EF35F : BEQ ++ : INX
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LDA BottleContentsOne : BEQ ++ : INX
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++ : LDA BottleContentsTwo : BEQ ++ : INX
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++ : LDA BottleContentsThree : BEQ ++ : INX
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++ : LDA BottleContentsFour : BEQ ++ : INX
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++
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TXA
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PLX
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