Bulk of Lobby randomization work
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@@ -126,27 +126,27 @@ ConvertToDisplay2:
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+ !add #$2816 : rts
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++ lda #$2483 : rts ; 0/O for 0 or placeholder digit
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CountChestKeys:
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jsl ItemDowngradeFix
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jsr CountChest
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rtl
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;CountChestKeys:
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; jsl ItemDowngradeFix
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; jsr CountChest
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; rtl
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CountChest:
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lda !MULTIWORLD_ITEM_PLAYER_ID : bne .end
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cpy #$24 : beq +
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cpy #$a0 : !blt .end
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cpy #$ae : !bge .end
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pha : phx
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tya : and #$0f : bne ++
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inc a
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++ tax : bra .count
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+ pha : phx
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lda $040c : lsr : tax
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.count
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lda $7ef4b0, x : inc : sta $7ef4b0, x
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lda $7ef4e0, x : inc : sta $7ef4e0, x
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.restore plx : pla
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.end rts
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;CountChest:
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; lda !MULTIWORLD_ITEM_PLAYER_ID : bne .end
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; cpy #$24 : beq +
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; cpy #$a0 : !blt .end
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; cpy #$ae : !bge .end
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; pha : phx
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; tya : and #$0f : bne ++
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; inc a
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; ++ tax : bra .count
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; + pha : phx
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; lda $040c : lsr : tax
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; .count
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; lda $7ef4b0, x : inc : sta $7ef4b0, x
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; lda $7ef4e0, x : inc : sta $7ef4e0, x
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; .restore plx : pla
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; .end rts
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CountAbsorbedKeys:
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jsl IncrementSmallKeysNoPrimary : phx
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@@ -155,19 +155,19 @@ CountAbsorbedKeys:
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lda $7ef4b0, x : inc : sta $7ef4b0, x
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+ plx : rtl
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CountBonkItem:
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jsl GiveBonkItem
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lda $a0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
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cmp #115 : bne + ; Desert Bonk Key
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lda.l BonkKey_Desert
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bra ++
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+ : cmp #140 : bne + ; GTower Bonk Key
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lda.l BonkKey_GTower
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bra ++
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+ lda.b #$24 ; default to small key
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++ cmp #$24 : bne +
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phy : tay : jsr CountChest : ply
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+ rtl
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;CountBonkItem:
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; jsl GiveBonkItem
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; lda $a0 ; check room ID - only bonk keys in 2 rooms so we're just checking the lower byte
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; cmp #115 : bne + ; Desert Bonk Key
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; lda.l BonkKey_Desert
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; bra ++
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; + : cmp #140 : bne + ; GTower Bonk Key
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; lda.l BonkKey_GTower
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; bra ++
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; + lda.b #$24 ; default to small key
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; ++ cmp #$24 : bne +
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; phy : tay : jsr CountChest : ply
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; + rtl
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;================================================================================
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; 16-bit A, 8-bit X
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