first line award, then level up when a piece spawns.
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					@ -1738,13 +1738,6 @@ FieldDelay::
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    ; If so, we need to do a line clear delay.
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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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					    ; Otherwise, we skip to ARE delay.
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.determine
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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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					    ; Increment bravo by 4.
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    ldh a, [hBravo]
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					    ldh a, [hBravo]
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    add a, 4
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					    add a, 4
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					@ -1939,6 +1932,13 @@ FieldDelay::
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    cp a, 0
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					    cp a, 0
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    ret nz
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					    ret nz
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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, :+
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					    ld e, 1
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					    call LevelUp
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    ; Cycle the RNG.
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					    ; Cycle the RNG.
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    ldh a, [hNextPiece]
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					    ldh a, [hNextPiece]
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    ldh [hCurrentPiece], a
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					    ldh [hCurrentPiece], a
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