Fix ready/go
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@ -145,7 +145,8 @@ DEF GAME_OVER_R10 EQU 133
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DEF GAME_OVER_R12 EQU 153
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DEF GAME_OVER_R14 EQU 173
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DEF GAME_OVER_OTHER EQU 131
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DEF LEADY_GO_TIME EQU 90
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DEF LEADY_TIME EQU 80
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DEF GO_TIME EQU 40
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DEF BUTTON_MODE_NORM EQU 0
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DEF BUTTON_MODE_INVR EQU 1
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@ -107,7 +107,7 @@ SwitchToGameplay::
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; Leady mode.
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ld a, MODE_LEADY
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ldh [hMode], a
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ld a, LEADY_GO_TIME
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ld a, LEADY_TIME
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ldh [hModeCounter], a
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; Install the event loop handlers.
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@ -152,16 +152,17 @@ GamePlayEventLoopHandler::
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; Draw "READY" and wait a bit.
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leadyMode:
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ldh a, [hModeCounter]
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cp a, LEADY_GO_TIME
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cp a, LEADY_TIME
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jr nz, :+
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call SFXKill
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ld a, SFX_READY_GO
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call SFXEnqueue
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ldh a, [hModeCounter]
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: dec a
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jr nz, :+
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ld a, MODE_GO
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ldh [hMode], a
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ld a, LEADY_GO_TIME
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ld a, GO_TIME
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: ldh [hModeCounter], a
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ld de, sLeady
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ld hl, wField+(14*10)
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@ -476,7 +477,7 @@ gameOverMode:
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ldh [hHoldSpent], a
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ld a, MODE_LEADY
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ldh [hMode], a
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ld a, LEADY_GO_TIME
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ld a, LEADY_TIME
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ldh [hModeCounter], a
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jr drawStaticInfo
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