Level up bug.
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078c2001e7
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@ -1738,10 +1738,19 @@ FieldDelay::
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; If so, we need to do a line clear delay.
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; Otherwise, we skip to ARE delay.
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.determine
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; Add one level if we're not at a breakpoint.
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ldh a, [hRequiresLineClear]
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cp a, $FF
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jr z, .are
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ld e, 1
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call LevelUp
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; Increment bravo by 4.
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ldh a, [hBravo]
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add a, 4
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ldh [hBravo], a
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; Are there line clears?
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call ToShadowField
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call FindClearedLines
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ldh a, [hClearedLines]
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@ -1755,8 +1764,8 @@ FieldDelay::
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and a, c
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and a, d
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cp a, $FF
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jr z, .skip ; If there were no line clears, skip to ARE delay.
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ld a, DELAY_STATE_LINE_PRE_CLEAR ; Otherwise, do a line clear delay.
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jr z, .skip
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ld a, DELAY_STATE_LINE_PRE_CLEAR ; If there were line clears, do a line clear delay, then an ARE delay.
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ld [wDelayState], a
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ldh a, [hCurrentLineClearDelay]
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ldh [hRemainingDelay], a
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@ -1917,15 +1926,9 @@ FieldDelay::
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cp a, 0
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jr nz, .are
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; Otherwise, increment the level counter by one if it's not at a breakpoint.
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; Otherwise, reset the combo.
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ld a, 1
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ldh [hComboCt], a
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ldh a, [hRequiresLineClear]
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cp a, $FF
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jr z, .are
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ld e, 1
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call LevelUp
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; ARE delay.
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; Count down the delay. If it hits 0, award levels and score if necessary, then end the delay phase.
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