Fixed a problem with edges when those are turned off (experimental not on)
Fixed a problem with standard requiring you to go through the tapestry backwards to save Zelda Added debugging features to help figure out some bugs
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@@ -500,7 +500,7 @@ db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11
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db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11
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db $00,$80,$11, $00,$80,$11, $00,$80,$11
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SouthOpenEdge:
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db $83,$a2,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11
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db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11
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db $00,$80,$11, $00,$80,$11, $00,$80,$11, $00,$80,$11
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db $00,$80,$11, $00,$80,$11, $00,$80,$11
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WestOpenEdge:
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@@ -7,6 +7,19 @@ DrHudOverride:
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HudAdditions:
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{
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lda DRFlags : and #$0008 : beq ++
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lda $7EF423 : and #$00ff
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jsr HudHexToDec4DigitCopy
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LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
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LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
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LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
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lda $7ef29b : and #$0020 : beq +
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lda #$207f : bra .drawthing
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+ lda #$345e
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.drawthing STA !GOAL_DRAW_ADDRESS+16 ; castle gate indicator
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++
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ldx $040c : cpx #$ff : bne + : rts : +
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lda DRMode : bne + : rts : +
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phb : phk : plb
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@@ -94,4 +107,37 @@ CountBonkItem:
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+ lda.b #$24 ; default to small key
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++
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phy : tay : jsr CountChest : ply
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rtl
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rtl
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;================================================================================
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; 16-bit A, 8-bit X
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; in: A(b) - Byte to Convert
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; out: $04 - $07 (high - low)
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;================================================================================
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HudHexToDec4DigitCopy:
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LDY.b #$90
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-
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CMP.w #1000 : !BLT +
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INY
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SBC.w #1000 : BRA -
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+
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STY $04 : LDY #$90 ; Store 1000s digit & reset Y
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-
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CMP.w #100 : !BLT +
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INY
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SBC.w #100 : BRA -
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+
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STY $05 : LDY #$90 ; Store 100s digit & reset Y
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-
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CMP.w #10 : !BLT +
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INY
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SBC.w #10 : BRA -
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+
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STY $06 : LDY #$90 ; Store 10s digit & reset Y
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CMP.w #1 : !BLT +
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-
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INY
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DEC : BNE -
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+
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STY $07 ; Store 1s digit
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RTS
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