LDH where possible.
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DMGTRIS.GB
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@ -667,10 +667,10 @@ FieldProcess::
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; Check if we're about to hold.
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ld a, [hSelectState]
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ldh a, [hSelectState]
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cp a, 1
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jr nz, :+
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ld a, [hHoldSpent]
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ldh a, [hHoldSpent]
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cp a, $FF
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ret nz
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@ -746,14 +746,14 @@ FieldProcess::
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; We check rotation first.
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; Want rotate CCW?
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.wantrotccw
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ld a, [hSwapAB]
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ldh a, [hSwapAB]
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cp a, 0
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jr z, .ldb1
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.lda1
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ld a, [hAState]
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ldh a, [hAState]
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jr .cp1
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.ldb1
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ld a, [hBState]
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ldh a, [hBState]
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.cp1
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cp a, 1
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jr nz, .wantrotcw
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@ -766,14 +766,14 @@ FieldProcess::
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; Want rotate CW?
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.wantrotcw
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ld a, [hSwapAB]
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ldh a, [hSwapAB]
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cp a, 0
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jr z, .lda2
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.ldb2
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ld a, [hBState]
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ldh a, [hBState]
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jr .cp2
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.lda2
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ld a, [hAState]
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ldh a, [hAState]
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.cp2
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cp a, 1
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jp nz, .norot
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@ -1101,7 +1101,7 @@ GetTileShade:
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jp z, .max2
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ret
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.max30
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ld a, [hCurrentLockDelayRemaining]
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 4
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ret c
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cp a, 8
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@ -1118,7 +1118,7 @@ GetTileShade:
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jp c, .s1
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jp .s0
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.max25
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ld a, [hCurrentLockDelayRemaining]
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 3
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ret c
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cp a, 6
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@ -1135,7 +1135,7 @@ GetTileShade:
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jp c, .s1
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jp .s0
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.max20
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ld a, [hCurrentLockDelayRemaining]
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 2
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ret c
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cp a, 5
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@ -1152,7 +1152,7 @@ GetTileShade:
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jp c, .s1
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jp .s0
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.max18
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ld a, [hCurrentLockDelayRemaining]
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 2
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ret c
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cp a, 4
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@ -1169,7 +1169,7 @@ GetTileShade:
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jp c, .s1
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jp .s0
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.max16
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ld a, [hCurrentLockDelayRemaining]
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 2
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ret c
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cp a, 4
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@ -1186,7 +1186,7 @@ GetTileShade:
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jp c, .s1
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jp .s0
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.max14
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ld a, [hCurrentLockDelayRemaining]
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 2
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ret c
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cp a, 4
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@ -1203,7 +1203,7 @@ GetTileShade:
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jp c, .s1
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jp .s0
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.max12
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ld a, [hCurrentLockDelayRemaining]
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 1
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ret c
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cp a, 3
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@ -1220,7 +1220,7 @@ GetTileShade:
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jp c, .s1
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jp .s0
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.max10
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ld a, [hCurrentLockDelayRemaining]
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 1
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ret c
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cp a, 2
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@ -1237,7 +1237,7 @@ GetTileShade:
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jr c, .s1
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jr .s0
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.max8
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ld a, [hCurrentLockDelayRemaining]
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 1
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ret c
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cp a, 2
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@ -1254,7 +1254,7 @@ GetTileShade:
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jr c, .s1
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jr .s0
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.max6
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ld a, [hCurrentLockDelayRemaining]
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 1
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ret c
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cp a, 2
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@ -1267,14 +1267,13 @@ GetTileShade:
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jr c, .s1
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jr .s0
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.max4
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ld a, [hCurrentLockDelayRemaining]
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ldh a, [hCurrentLockDelayRemaining]
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cp a, 1
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ret c
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cp a, 2
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jr c, .s4
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jr .s0
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.max2
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ld a, [hCurrentLockDelayRemaining]
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jr .s4
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.s0
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ldh a, [hCurrentPiece]
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@ -1495,7 +1494,7 @@ FindClearedLines:
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MarkClear:
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ld a, [hClearedLines]
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ldh a, [hClearedLines]
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cp a, $FF
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ret z
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ld hl, wField+(24*10)
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@ -1508,7 +1507,7 @@ MarkClear:
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ld d, TILE_CLEARING
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call UnsafeMemSet
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ld a, [hClearedLines+1]
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ldh a, [hClearedLines+1]
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cp a, $FF
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ret z
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ld hl, wField+(24*10)
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ld d, TILE_CLEARING
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call UnsafeMemSet
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ld a, [hClearedLines+2]
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ldh a, [hClearedLines+2]
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cp a, $FF
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ret z
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ld hl, wField+(24*10)
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ld d, TILE_CLEARING
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call UnsafeMemSet
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ld a, [hClearedLines+3]
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ldh a, [hClearedLines+3]
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cp a, $FF
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ret z
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ld hl, wField+(24*10)
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@ -263,7 +263,7 @@ LevelUp::
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.leveljinglemaybe
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ldh a, [hPrevHundreds]
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ld b, a
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ld a, [hCLevel+1]
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ldh a, [hCLevel+1]
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cp a, b
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jr z, .checkspeedup
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ld a, SFX_LEVEL_UP
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@ -26,7 +26,7 @@ SECTION "Memory Functions", ROM0
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; Copies data from de to hl, bc bytes
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UnsafeMemCopy::
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ld a, [de]
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ld [hli], a
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ld [hl+], a
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inc de
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dec bc
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ld a, b
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SafeMemCopy::
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wait_vram
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ld a, [de]
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ld [hli], a
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ld [hl+], a
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inc de
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dec bc
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ld a, b
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@ -49,11 +49,11 @@ RNGInit::
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; Initialize the next history.
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ld a, PIECE_Z
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ld [hPieceHistory], a
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ld [hPieceHistory+1], a
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ldh [hPieceHistory], a
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ldh [hPieceHistory+1], a
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ld a, PIECE_S
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ld [hPieceHistory+2], a
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ld [hPieceHistory+3], a
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ldh [hPieceHistory+2], a
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ldh [hPieceHistory+3], a
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; Get the first piece and make sure it's not Z, S or O.
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: call NextPiece
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@ -110,7 +110,7 @@ SwitchToGameplay::
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GamePlayEventLoopHandler::
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; What mode are we in?
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ld a, [hMode]
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ldh a, [hMode]
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cp MODE_LEADY
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jr z, leadyMode
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cp MODE_GO
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call SFXEnqueue
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.checkIRSB
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ld a, [hSwapAB]
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ldh a, [hSwapAB]
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cp a, 0
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jr z, .ldb2
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.lda2
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ld a, [hAState]
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ldh a, [hAState]
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cp a, 0
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jr z, .checkJingle
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ld a, $FF
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call SFXEnqueue
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.checkJingle
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ld a, [hSkipJingle]
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ldh a, [hSkipJingle]
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cp a, 0
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jr nz, .skipJingle
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.playNextJingle
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: call FieldProcess
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; Do we hold?
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ld a, [hSelectState]
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ldh a, [hSelectState]
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cp a, 1
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jr nz, :+
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ld a, [hHoldSpent]
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ldh a, [hHoldSpent]
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cp a, $FF
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jr z, :+
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; Reset position and rotation.
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