Add shirase bones.
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BIN
bin/DMGTRIS.GBC
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bin/DMGTRIS.GBC
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bin/DMGTRIS.map
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bin/DMGTRIS.map
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bin/DMGTRIS.sym
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bin/DMGTRIS.sym
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@ -1763,7 +1763,19 @@ FieldProcess::
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call DrawPiece
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.postghost
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; Draw pieces as bones past 1000 when in Shirase.
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ld a, [wSpeedCurveState]
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cp a, SCURVE_SHIR
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jr nz, .nobone
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ldh a, [hCLevel+CLEVEL_THOUSANDS]
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cp a, 1
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jr c, .nobone
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ld a, TILE_BONE
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ld [hWantedTile], a
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jp .drawpiece
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; If the lock delay is at the highest value, draw the piece normally.
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.nobone
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ldh a, [hCurrentPiece]
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ld b, TILE_PIECE_0
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add a, b
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@ -3975,7 +3987,19 @@ BigFieldProcess::
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call BigDrawPiece
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.postghost
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; Draw pieces as bones past 1000 when in Shirase.
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ld a, [wSpeedCurveState]
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cp a, SCURVE_SHIR
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jr nz, .nobone
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ld a, [hCLevel+CLEVEL_THOUSANDS]
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cp a, 1
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jr c, .nobone
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ld a, TILE_BONE
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ld [hWantedTile], a
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jp .drawpiece
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; If the lock delay is at the highest value, draw the piece normally.
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.nobone
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ldh a, [hCurrentPiece]
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ld b, TILE_PIECE_0
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add a, b
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@ -229,6 +229,8 @@ DEF TILE_GHOST EQU 107
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DEF TILE_PIECE_SMALL_0 EQU 116
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DEF TILE_PIECE_BONE EQU 104
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DEF TILE_SMALL_0 EQU 213
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DEF TILE_BONE EQU 104
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DEF TILE_QUEUE_BONE EQU 105
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DEF GAME_OVER_R10 EQU 147
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DEF GAME_OVER_R12 EQU 167
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DEF GAME_OVER_R14 EQU 187
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@ -825,10 +825,10 @@ sTitleTiles::
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DB $82,$82,$82,$82,$EC,$EC,$00,$00
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DB $44,$44,$CC,$CC,$44,$44,$44,$44
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DB $44,$44,$44,$44,$EE,$EE,$00,$00
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DB $4C,$4C,$A2,$A2,$A2,$A2,$A4,$A4
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DB $A2,$A2,$A2,$A2,$4C,$4C,$00,$00
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DB $E0,$E0,$4C,$4C,$18,$18,$82,$82
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DB $8A,$8A,$8B,$8B,$98,$98,$00,$00
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DB $44,$44,$AA,$AA,$A8,$A8,$AC,$AC
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DB $AA,$AA,$AA,$AA,$44,$44,$00,$00
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DB $7F,$7F,$22,$22,$14,$14,$08,$08
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DB $14,$14,$22,$22,$7F,$7F,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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DB $00,$00,$00,$00,$00,$00,$00,$00
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@ -163,7 +163,35 @@ ApplyTells::
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; Draws the next pieces as a sprite.
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; Index of next piece in A.
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ApplyNext::
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; If we're in Shirase mode and past level 1000...
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ld b, a
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ld a, [wSpeedCurveState]
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cp a, SCURVE_SHIR
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jr nz, .nobone
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ldh a, [hCLevel+CLEVEL_THOUSANDS]
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cp a, 1
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jr c, .nobone
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.bone
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; Color
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ld a, 7
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ld [wSPRNext1+3], a
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ld [wSPRNext2+3], a
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ld [wSPRNext3+3], a
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ld [wSPRNext4+3], a
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; Tile
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ld a, TILE_QUEUE_BONE
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ld [wSPRNext1+2], a
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ld [wSPRNext2+2], a
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ld [wSPRNext3+2], a
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ld [wSPRNext4+2], a
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ld a, b
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jr .pos
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.nobone
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; Correct color
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ld a, b
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ld [wSPRNext1+3], a
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ld [wSPRNext2+3], a
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ld [wSPRNext3+3], a
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@ -179,6 +207,7 @@ ApplyNext::
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sub a, TILE_PIECE_0
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sub a, 7
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.pos
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; X positions
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ld b, a
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ldh a, [hGameState]
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@ -276,13 +305,56 @@ ApplyNext::
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ld [wSPRQueue2A+2], a
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inc a
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ld [wSPRQueue2B+2], a
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; Shirase bone colors
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ld a, [wSpeedCurveState]
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cp a, SCURVE_SHIR
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jr nz, .done
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ldh a, [hCLevel+CLEVEL_THOUSANDS]
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cp a, 1
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jr c, .done
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ld a, 7
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ld [wSPRQueue1A+3], a
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ld [wSPRQueue1B+3], a
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ld [wSPRQueue2A+3], a
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ld [wSPRQueue2B+3], a
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.done
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jp GradeRendering
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; Draws the held piece.
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; Index of held piece in A.
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ApplyHold::
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; If we're in Shirase mode and past level 1000...
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ld b, a
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ld a, [wSpeedCurveState]
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cp a, SCURVE_SHIR
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jr nz, .nobone
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ldh a, [hCLevel+CLEVEL_THOUSANDS]
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cp a, 1
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jr c, .nobone
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.bone
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; Color
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ld a, 7
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ld [wSPRHold1+3], a
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ld [wSPRHold2+3], a
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ld [wSPRHold3+3], a
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ld [wSPRHold4+3], a
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; Tile
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ld a, TILE_QUEUE_BONE
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ld [wSPRHold1+2], a
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ld [wSPRHold2+2], a
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ld [wSPRHold3+2], a
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ld [wSPRHold4+2], a
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ld a, b
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jr .x
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.nobone
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; Correct color
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ld a, b
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ld [wSPRHold1+3], a
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ld [wSPRHold2+3], a
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ld [wSPRHold3+3], a
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