Use labels instead of constants for HRAM
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
This commit is contained in:
@@ -41,7 +41,7 @@ PrintDayOfWeek:
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NewGame_ClearTileMapEtc:
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xor a
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ld [hMapAnims], a
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ldh [hMapAnims], a
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call ClearTileMap
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call LoadFontsExtra
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call LoadStandardFont
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@@ -73,7 +73,7 @@ NewGame:
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ld [wDefaultSpawnpoint], a
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ld a, MAPSETUP_WARP
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ld [hMapEntryMethod], a
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ldh [hMapEntryMethod], a
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jp FinishContinueFunction
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AreYouABoyOrAreYouAGirl:
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@@ -89,7 +89,7 @@ AreYouABoyOrAreYouAGirl:
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ResetWRAM:
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xor a
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ld [hBGMapMode], a
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ldh [hBGMapMode], a
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call _ResetWRAM
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ret
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@@ -109,16 +109,16 @@ _ResetWRAM:
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xor a
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call ByteFill
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ld a, [rLY]
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ld [hSecondsBackup], a
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ldh a, [rLY]
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ldh [hSecondsBackup], a
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call DelayFrame
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ld a, [hRandomSub]
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ldh a, [hRandomSub]
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ld [wPlayerID], a
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ld a, [rLY]
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ld [hSecondsBackup], a
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ldh a, [rLY]
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ldh [hSecondsBackup], a
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call DelayFrame
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ld a, [hRandomAdd]
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ldh a, [hRandomAdd]
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ld [wPlayerID + 1], a
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call Random
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@@ -335,7 +335,7 @@ Continue:
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call LoadStandardMenuHeader
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call DisplaySaveInfoOnContinue
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ld a, $1
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ld [hBGMapMode], a
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ldh [hBGMapMode], a
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ld c, 20
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call DelayFrames
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call ConfirmContinue
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@@ -369,7 +369,7 @@ Continue:
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cp SPAWN_LANCE
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jr z, .SpawnAfterE4
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ld a, MAPSETUP_CONTINUE
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ld [hMapEntryMethod], a
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ldh [hMapEntryMethod], a
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jp FinishContinueFunction
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.FailToLoad:
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@@ -389,7 +389,7 @@ PostCreditsSpawn:
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xor a
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ld [wSpawnAfterChampion], a
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ld a, MAPSETUP_WARP
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ld [hMapEntryMethod], a
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ldh [hMapEntryMethod], a
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ret
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Continue_MobileAdapterMenu:
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@@ -507,7 +507,7 @@ DisplayContinueDataWithRTCError:
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Continue_LoadMenuHeader:
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xor a
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ld [hBGMapMode], a
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ldh [hBGMapMode], a
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ld hl, .MenuHeader_Dex
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ld a, [wStatusFlags]
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bit STATUSFLAGS_POKEDEX_F, a
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@@ -800,7 +800,7 @@ StorePlayerName:
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ret
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ShrinkPlayer:
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ld a, [hROMBank]
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ldh a, [hROMBank]
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push af
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ld a, 32 ; fade time
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@@ -874,24 +874,24 @@ IntroFadePalettes:
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Intro_WipeInFrontpic:
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ld a, $77
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ld [hWX], a
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ldh [hWX], a
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call DelayFrame
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ld a, %11100100
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call DmgToCgbBGPals
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.loop
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call DelayFrame
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ld a, [hWX]
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ldh a, [hWX]
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sub $8
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cp -1
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ret z
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ld [hWX], a
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ldh [hWX], a
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jr .loop
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Intro_PrepTrainerPic:
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ld de, vTiles2
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farcall GetTrainerPic
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xor a
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ld [hGraphicStartTile], a
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ldh [hGraphicStartTile], a
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hlcoord 6, 4
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lb bc, 7, 7
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predef PlaceGraphic
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@@ -902,7 +902,7 @@ ShrinkFrame:
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ld c, 7 * 7
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predef DecompressGet2bpp
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xor a
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ld [hGraphicStartTile], a
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ldh [hGraphicStartTile], a
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hlcoord 6, 4
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lb bc, 7, 7
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predef PlaceGraphic
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@@ -958,10 +958,10 @@ CrystalIntroSequence:
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farcall CrystalIntro
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StartTitleScreen:
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ld a, [rSVBK]
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ldh a, [rSVBK]
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push af
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ld a, BANK(wBGPals1)
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ld [rSVBK], a
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ldh [rSVBK], a
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call .TitleScreen
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call DelayFrame
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@@ -973,20 +973,20 @@ StartTitleScreen:
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call ClearBGPalettes
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pop af
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ld [rSVBK], a
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ldh [rSVBK], a
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ld hl, rLCDC
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res rLCDC_SPRITE_SIZE, [hl] ; 8x8
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call ClearScreen
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call WaitBGMap2
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xor a
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ld [hLCDCPointer], a
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ld [hSCX], a
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ld [hSCY], a
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ldh [hLCDCPointer], a
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ldh [hSCX], a
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ldh [hSCY], a
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ld a, $7
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ld [hWX], a
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ldh [hWX], a
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ld a, $90
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ld [hWY], a
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ldh [hWY], a
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ld b, SCGB_DIPLOMA
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call GetSGBLayout
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call UpdateTimePals
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@@ -1031,7 +1031,7 @@ RunTitleScreen:
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ret
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Unreferenced_Function6292:
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ld a, [hVBlankCounter]
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ldh a, [hVBlankCounter]
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and $7
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ret nz
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ld hl, wLYOverrides + $5f
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@@ -1066,11 +1066,11 @@ TitleScreenScene:
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TitleScreenEntrance:
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; Animate the logo:
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; Move each line by 4 pixels until our count hits 0.
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ld a, [hSCX]
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ldh a, [hSCX]
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and a
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jr z, .done
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sub 4
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ld [hSCX], a
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ldh [hSCX], a
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; Lay out a base (all lines scrolling together).
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ld e, a
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@@ -1100,14 +1100,14 @@ TitleScreenEntrance:
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ld hl, wJumptableIndex
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inc [hl]
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xor a
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ld [hLCDCPointer], a
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ldh [hLCDCPointer], a
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; Play the title screen music.
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ld de, MUSIC_TITLE
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call PlayMusic
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ld a, $88
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ld [hWY], a
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ldh [hWY], a
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ret
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TitleScreenTimer:
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@@ -1149,7 +1149,7 @@ TitleScreenMain:
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; To bring up the clock reset dialog:
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; Hold Down + B + Select to initiate the sequence.
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ld a, [hClockResetTrigger]
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ldh a, [hClockResetTrigger]
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cp $34
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jr z, .check_clock_reset
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@@ -1159,7 +1159,7 @@ TitleScreenMain:
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jr nz, .check_start
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ld a, $34
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ld [hClockResetTrigger], a
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ldh [hClockResetTrigger], a
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jr .check_start
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; Keep Select pressed, and hold Left + Up.
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@@ -1169,7 +1169,7 @@ TitleScreenMain:
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jr nz, .check_start
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xor a
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ld [hClockResetTrigger], a
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ldh [hClockResetTrigger], a
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ld a, [hl]
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and D_LEFT + D_UP
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@@ -1322,13 +1322,13 @@ GameInit::
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call ClearBGPalettes
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call ClearTileMap
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ld a, HIGH(vBGMap0)
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ld [hBGMapAddress + 1], a
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ldh [hBGMapAddress + 1], a
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xor a ; LOW(vBGMap0)
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ld [hBGMapAddress], a
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ld [hJoyDown], a
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ld [hSCX], a
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ld [hSCY], a
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ldh [hBGMapAddress], a
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ldh [hJoyDown], a
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ldh [hSCX], a
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ldh [hSCY], a
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ld a, $90
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ld [hWY], a
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ldh [hWY], a
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call WaitBGMap
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jp CrystalIntroSequence
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