Update hardware.inc to 5.1.0
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@@ -97,8 +97,8 @@ endr
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; Now that we have the input, we can do stuff with it.
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; For example, soft reset:
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and A_BUTTON | B_BUTTON | SELECT | START
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cp A_BUTTON | B_BUTTON | SELECT | START
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and PAD_A | PAD_B | PAD_SELECT | PAD_START
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cp PAD_A | PAD_B | PAD_SELECT | PAD_START
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jp z, Reset
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ret
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@@ -271,12 +271,12 @@ JoyTitleScreenInput:: ; unreferenced
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; Save data can be deleted by pressing Up + B + Select.
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ldh a, [hJoyDown]
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cp D_UP | SELECT | B_BUTTON
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cp PAD_UP | PAD_SELECT | PAD_B
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jr z, .keycombo
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; Press Start or A to start the game.
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ldh a, [hJoyLast]
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and START | A_BUTTON
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and PAD_START | PAD_A
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jr nz, .keycombo
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dec c
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@@ -294,7 +294,7 @@ JoyWaitAorB::
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call DelayFrame
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call GetJoypad
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ldh a, [hJoyPressed]
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and A_BUTTON | B_BUTTON
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and PAD_A | PAD_B
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ret nz
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call UpdateTimeAndPals
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jr .loop
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@@ -363,7 +363,7 @@ WaitPressAorB_BlinkCursor::
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call JoyTextDelay
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ldh a, [hJoyLast]
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and A_BUTTON | B_BUTTON
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and PAD_A | PAD_B
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jr z, .loop
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pop af
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@@ -376,7 +376,7 @@ SimpleWaitPressAorB::
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.loop
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call JoyTextDelay
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ldh a, [hJoyLast]
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and A_BUTTON | B_BUTTON
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and PAD_A | PAD_B
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jr z, .loop
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ret
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@@ -412,7 +412,7 @@ PromptButton::
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call .blink_cursor
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call JoyTextDelay
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ldh a, [hJoyPressed]
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and A_BUTTON | B_BUTTON
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and PAD_A | PAD_B
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jr nz, .received_input
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call UpdateTimeAndPals
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ld a, $1
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