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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