Just for fun.
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					@ -89,6 +89,10 @@ sPause::
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    db " P A U S E"
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					    db " P A U S E"
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    db "P A U S E "
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					    db "P A U S E "
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    db " P A U S E"
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					    db " P A U S E"
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					sEaster0:: db $D4, $D6, $D8, $DA, $DC
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					sEaster1:: db $D5, $D7, $D9, $DB, $DD
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					sEaster2:: db $DE, $E0, $D8, $DA, $DC
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					sEaster3:: db $DF, $E1, $D9, $DB, $DD
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sPieceXOffsets::    ; How to draw each piece. X-offsets of the sprites.
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					sPieceXOffsets::    ; How to draw each piece. X-offsets of the sprites.
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    db 0, 8, 16, 24 ; I
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					    db 0, 8, 16, 24 ; I
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    db 0, 8, 8, 16  ; Z
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					    db 0, 8, 8, 16  ; Z
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					@ -114,6 +114,8 @@ DEF TITLE_LEVEL         EQU $996C
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DEF TITLE_ROLLS         EQU $9A2F
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					DEF TITLE_ROLLS         EQU $9A2F
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DEF FIELD_RNGTELL       EQU $9812
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					DEF FIELD_RNGTELL       EQU $9812
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DEF FIELD_TOP_LEFT      EQU $9800+1
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					DEF FIELD_TOP_LEFT      EQU $9800+1
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					DEF EASTER_0            EQU $9885
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					DEF EASTER_1            EQU $98A5
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DEF TILE_FIELD_EMPTY    EQU 4
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					DEF TILE_FIELD_EMPTY    EQU 4
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DEF TILE_PIECE_0        EQU 10
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					DEF TILE_PIECE_0        EQU 10
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DEF TILE_0              EQU 66
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					DEF TILE_0              EQU 66
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					@ -28,6 +28,7 @@ INCLUDE "res/title_map.inc"
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SECTION "High Globals", HRAM
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					SECTION "High Globals", HRAM
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hGameState:: ds 1
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					hGameState:: ds 1
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hSwapAB:: ds 1
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					hSwapAB:: ds 1
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					hInitialA:: ds 1
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SECTION "Stack", WRAM0
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					SECTION "Stack", WRAM0
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					@ -38,6 +39,9 @@ wStackEnd::
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SECTION "Code Entry Point", ROM0
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					SECTION "Code Entry Point", ROM0
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Main::
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					Main::
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					    ; Load the initial A register. For reasons.
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					    ldh [hInitialA], a
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    ; Turn off LCD during initialization.
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					    ; Turn off LCD during initialization.
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    wait_vram
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					    wait_vram
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    xor a, a
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					    xor a, a
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					@ -444,6 +444,34 @@ Tiles::
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    DB $07,$00,$00,$00,$00,$00,$00,$00
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					    DB $07,$00,$00,$00,$00,$00,$00,$00
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    DB $07,$00,$04,$00,$06,$00,$04,$00
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					    DB $07,$00,$04,$00,$06,$00,$04,$00
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    DB $04,$00,$00,$00,$00,$00,$00,$00
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					    DB $04,$00,$00,$00,$00,$00,$00,$00
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					    DB $7C,$7C,$42,$42,$41,$41,$5D,$48
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					    DB $6E,$4C,$5B,$4A,$79,$49,$00,$00
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					    DB $68,$58,$58,$68,$68,$58,$48,$78
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					    DB $48,$78,$48,$78,$78,$78,$00,$00
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					    DB $7C,$7C,$84,$84,$04,$04,$75,$25
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					    DB $ED,$65,$B5,$A5,$3D,$25,$00,$00
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					    DB $2D,$35,$35,$2D,$2D,$35,$25,$3D
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					    DB $24,$3C,$24,$3C,$3C,$3C,$00,$00
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					    DB $3C,$3C,$42,$42,$81,$81,$BA,$18
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					    DB $67,$27,$A0,$20,$EF,$2F,$00,$00
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					    DB $6D,$AA,$A6,$65,$65,$A6,$18,$FF
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					    DB $81,$FF,$42,$7E,$3C,$3C,$00,$00
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					    DB $3F,$3F,$20,$20,$20,$20,$AE,$A6
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					    DB $B5,$A5,$2E,$26,$BF,$A0,$00,$00
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					    DB $B5,$AA,$AE,$B7,$B5,$AD,$A6,$BF
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					    DB $20,$3F,$20,$3F,$3F,$3F,$00,$00
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					    DB $1F,$1F,$90,$90,$50,$50,$DF,$5E
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					    DB $42,$42,$C3,$42,$83,$82,$00,$00
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					    DB $82,$83,$43,$42,$42,$C3,$42,$C3
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					    DB $42,$C3,$82,$83,$03,$03,$00,$00
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					    DB $01,$01,$02,$02,$04,$04,$0D,$08
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					    DB $0B,$09,$0D,$09,$0F,$09,$00,$00
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					    DB $0B,$0D,$0D,$0B,$0B,$0D,$08,$0F
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					    DB $04,$07,$02,$03,$01,$01,$00,$00
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					    DB $E0,$E0,$10,$10,$08,$08,$D5,$C5
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					    DB $2D,$25,$3D,$3D,$01,$01,$00,$00
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					    DB $01,$01,$3D,$3D,$2D,$35,$C5,$FD
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					    DB $08,$F8,$10,$F0,$E0,$E0,$00,$00
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TilesEnd::
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					TilesEnd::
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					@ -38,7 +38,33 @@ SwitchToTitle::
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    ld bc, TitleScreenTilemapEnd - TitleScreenTilemap
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					    ld bc, TitleScreenTilemapEnd - TitleScreenTilemap
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    call UnsafeMemCopy
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					    call UnsafeMemCopy
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					    ; Little easter egg.
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					    ldh a, [hInitialA]
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					    cp a, $FF
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					    jr nz, :+
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					    ld de, sEaster0
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					    ld hl, EASTER_0
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					    ld bc, 5
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					    call UnsafeMemCopy
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					    ld de, sEaster1
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					    ld hl, EASTER_1
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					    ld bc, 5
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					    call UnsafeMemCopy
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					    jr .oam
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					:   cp a, $11
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					    jr nz, .oam
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					    ld de, sEaster2
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					    ld hl, EASTER_0
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					    ld bc, 5
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					    call UnsafeMemCopy
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					    ld de, sEaster3
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					    ld hl, EASTER_1
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					    ld bc, 5
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					    call UnsafeMemCopy
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    ; Clear OAM.
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					    ; Clear OAM.
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					.oam
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    call ClearOAM
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					    call ClearOAM
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    call SetNumberSpritePositions
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					    call SetNumberSpritePositions
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