Fix 20G related bugs.
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@ -747,16 +747,28 @@ FieldProcess::
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ldh [hWantRotation], a
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ldh [hWantRotation], a
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; Is this the first frame of the piece?
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; Is this the first frame of the piece?
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.firstframe
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ldh a, [hStalePiece]
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ldh a, [hStalePiece]
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cp a, 0
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cp a, 0
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jr nz, .secondframe
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ld a, 1
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ldh [hStalePiece], a
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jp .skipmovement
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.secondframe
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; Is this the first input frame?
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cp a, 1
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jr nz, .handleselect
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ld a, $FF
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ld a, $FF
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ldh [hStalePiece], a
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ldh [hStalePiece], a
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jp z, .skipmovement
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xor a, a
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ldh [hLockDelayForce], a
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; **************************************************************
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; **************************************************************
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; HANDLE SELECT
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; HANDLE SELECT
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; Check if we're about to hold. Return if so.
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; Check if we're about to hold. Return if so.
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.handleselect
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ldh a, [hSelectState]
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ldh a, [hSelectState]
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cp a, 1
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cp a, 1
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jr nz, .wantrotccw
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jr nz, .wantrotccw
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@ -1290,8 +1302,10 @@ FieldProcess::
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cp a, 0
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cp a, 0
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jr nz, .postcheckforfirmdropsound ; Don't play the sound if we're holding down.
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jr nz, .postcheckforfirmdropsound ; Don't play the sound if we're holding down.
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; Play the firm drop sound.
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; Play the firm drop sound, and also reset the lock delay since the piece stepped down.
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.playfirmdropsound
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.playfirmdropsound
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ldh a, [hCurrentLockDelay]
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ldh [hCurrentLockDelayRemaining], a
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call SFXKill
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call SFXKill
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ld a, SFX_MOVE
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ld a, SFX_MOVE
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call SFXEnqueue
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call SFXEnqueue
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